Level 1 Dungeon (10 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Room #10 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is barely lit.
There's an iron door to the south.
There's a stone door to the south.
There's a wooden door to the south.

Monsters (1)

Ghoul:Lacedon: CR 1; HD 2d12 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; 2 claws +0 melee; Dmg: Bite 1d6+1 and paralysis; claw 1d3 and paralysis; Special Atk: Paralysis, create spawn; AL Always chaotic evil; SV Fort 0 Ref 2 Will 5; STR 13, DEX 15, CON , INT 13, WIS 14, CHA 16;
Feats: Multiattack, Weapon Finesse (bite)
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Special Qualities: Undead, +2 turn resistance;

Treasure

No goods
No mundane items
No items
70 gp
0 cp
0 sp
0 pp

Room 2:


This room is well lit.
There's a wooden door to the west.
There's an iron door to the south.
There's a wooden door to the south.

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

olg'Ilphaonar Female Drow Mnk1: CR 2 (ECL 3); HD 1d8; hp 11; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 5, Ref 0, Will 0; STR: 14 (2), DEX: 6 (-2), CON: 16 (3), INT: 18 (4), WIS: 7 (-2), CHA: 13 (1)
Feats: Improved Shield Bash, Point Blank Shot
Skills: Balance 1, Concentration 7, Disguise 2, Forgery 8, Gather Information 2, Heal 0, Hide 0, Intimidate 4, Jump 4, Listen 0, Search 8, Spot -1, Survival -1, Use Rope 0

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
80 gp
0 cp
0 sp
0 pp

Room 3:


This room is barely lit. In the distance you seem to perceive the sound of dripping water.
There's a wooden door to the south.
There's an iron door to the west.
There's a wooden door to the east.

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 4:


This room is magically lit and the air has a mild vile smell. Near the eastern wall there's several paper scraps laying on the floor.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Krung Male Orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 4, Ref 4, Will -1; STR: 19 (4), DEX: 15 (2), CON: 14 (2), INT: 11 (0), WIS: 4 (-3), CHA: 11 (0)
Feats: Improved Unarmed Strike, Point Blank Shot
Skills: Bluff 1, Climb 6, Concentration 3, Diplomacy 3, Disguise 1, Heal -2, Hide 4, Move Silently 3, Ride 3, Search 1, Sense Motive -2, Use Rope 3

Special Qualities: Darkvision: 60ft; Light sensitivity; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: Padded armor (+1AC, 5gp, Max Dex bonus: 8, Spell failure: 5%)

Treasure

No goods
Masterwork Longbow, composite (+1 Str bonus) {worth 500 gp}
No items
5000 cp
0 sp
0 gp
0 pp

Room 5:


This room is barely lit.
There are 2 wooden doors to the east.

NPCs (1)

Male Duergar Mnk1: CR 2 (ECL 2); HD 1d8; hp 9; Init +2; AC 13 (touch 12, flat-footed 11, misc 1); Atk +0; SR 0; AL LE; SV Fort 3, Ref 4, Will 3; STR: 12 (1), DEX: 15 (2), CON: 13 (1), INT: 14 (2), WIS: 13 (1), CHA: 9 (-1)
Feats: Investigator, Persuasive
Skills: Appraise 3, Balance 4, Bluff 1, Diplomacy 2, Forgery 4, Gather Information 1, Intimidate 1, Listen 2, Move Silently 3, Ride 6, Swim 3, Use Rope 3, Tumble 4

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Masterwork Longbow, composite {worth 400 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 6:


This room is lit by a single torch. In the southwestern corner you see a broken tile on the floor.
There's a wooden door to the west.
There's a wooden door to the east.

Monsters (1)

Fungus:Shrieker: CR 1; HD 2d8+2 (11); Init -5 (Int); AC 13 (+3 natural); Atk: ; Dmg: ; Special Atk: Shriek; AL Always neutral; SV Fort 4 Ref Will -4; STR , DEX , CON 13, INT 1, WIS 2, CHA 1;
Feats:
Skills:
Special Qualities: Plant;

Treasure

No goods
No mundane items
Scroll: Continual Flame (Sor/Wis2) (150 gp) {worth 150 gp}
100 gp
0 cp
0 sp
0 pp

Room 7:


This room is shrouded in magical darkness. In the northwestern corner there's a rusty dagger hilt.
There's a wooden door to the west.

NPCs (1)

Male Ogre Rgr1: CR 4 (ECL 7); HD 4d8+1d10; hp 12; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 4, Ref 0, Will 2; STR: 23 (6), DEX: 11 (0), CON: 15 (2), INT: 9 (-1), WIS: 14 (2), CHA: 10 (0)
Feats: Stealthy, Weapon Finesse, Track
Skills: Diplomacy 2, Disguise 1, Escape Artist 2, Gather Information 2, Hide 2, Intimidate 1, Jump 7, Listen 3, Move Silently 2, Ride 2

Special Qualities: Darkvision: 60ft; 1st favored enemy; Track; Wild empathy

Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

No goods
Acid (6 flasks, 10 gp each) {worth 60 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 8:


This room is magically lit. You hear the sound of a bell in the distance.
There's a wooden door to the north.
There's a wooden door to the east.

NPCs (1)

Loménrûth Male Elf Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref -1, Will 0; STR: 14 (2), DEX: 9 (-1), CON: 11 (0), INT: 13 (1), WIS: 10 (0), CHA: 14 (2)
Feats: Acrobatic
Skills: Appraise 2, Balance 2, Diplomacy 4, Escape Artist 0, Heal 1, Jump 4, Search 2, Spot 1, Survival 1, Swim 3, Tumble 1

Special Qualities: Immunities: sleep; Low-light vision; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
4000 cp
0 sp
0 gp
0 pp

Room 9:


This room is very dark.
There's a stone door to the west.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Elvafae'da Male Drow Rog1: CR 2 (ECL 3); HD 1d6; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 0, Ref 4, Will 3; STR: 11 (0), DEX: 14 (2), CON: 10 (0), INT: 18 (4), WIS: 17 (3), CHA: 16 (3)
Feats: Improved Unarmed Strike
Skills: Balance 3, Bluff 6, Climb 2, Concentration 4, Escape Artist 3, Forgery 7, Gather Information 4, Heal 6, Hide 4, Intimidate 6, Jump 2, Listen 4, Move Silently 3, Ride 6, Search 8, Spot 4, Survival 4, Swim 4, Use Rope 3, Open Lock 3, Sleight Of Hand 3, Tumble 4, Use Magic Device 5

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Trap finding; Sneak attack +1d6

Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

No goods
Masterwork Trident {worth 315 gp}
No items
30 pp
0 cp
0 sp
0 gp

Room 10:


This room is barely lit. In the southeastern corner you see a broken tile on the floor.
There's a stone door to the south.

NPCs (1)

Male Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 1, Will 2; STR: 9 (-1), DEX: 12 (1), CON: 9 (-1), INT: 7 (-2), WIS: 11 (0), CHA: 16 (3)
Feats: Magical Aptitude
Skills: Climb 1, Diplomacy 4, Disguise 4, Escape Artist 2, Hide 2, Ride 2, Spellcraft 0, Use Magic Device 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Animal companion; Nature sense; Wild empathy

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
Masterwork Battleaxe {worth 310 gp}
No items
60 gp
0 cp
0 sp
0 pp

About

Note: Treasures, monsters, and NPCs are generated randomly, so the information generated is pretty rough on the edges. Its supposed to be more of a guideline.
For use in your game consider the following options: changing or removing encounters, equiping NPCs, treasures listed belong to NPCs (i.e.: the treasure is not just lying around) or is hidden, removing treasure altogether, changing the alignment of NPCs, placing traps on specific locations, etc.


If you need something fancier, try WoTC's dungeon/adventure generator