Level 1 Dungeon (12 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Room #10 Room #11 Room #12 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


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

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

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

Room 2:


This room is lightless and the air has a strong distinctive smell. In the distance you seem to perceive the sound of tip toes. In the eastern wall you find a pile of bones.
There's a wooden door to the south.

NPCs (1)

Male Ogre Drd1: CR 4 (ECL 7); HD 5d8; hp 10; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 4, Ref -1, Will 2; STR: 24 (7), DEX: 9 (-1), CON: 15 (2), INT: 10 (0), WIS: 11 (0), CHA: 4 (-3)
Feats: Deceitful, Mounted Combat, Investigator
Skills: Balance 0, Climb 9, Disguise -1, Forgery 2, Gather Information -1, Heal 2, Hide 2, Intimidate -2, Ride 0, Sense Motive 2, Spot 1, Handle Animal -2, Spellcraft 1

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
Cure light wounds (potion) {worth 50 gp}
40 gp
0 cp
0 sp
0 pp

Room 3:


This room is well lit.
There's a wooden door to the east.

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

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

Room 4:


This room is lit by a single torch. Your nostrils are flooded by an indescribable smell. You hear the sound of dripping water in the distance. Close to the southeastern corner there's a small pile of dust.
There's a stone door to the east.
There's a wooden door to the east.

NPCs (1)

Female Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init 0; AC 12 (touch 10, flat-footed 12, misc 2); Atk +0; SR 0; AL TN; SV Fort 4, Ref 4, Will 4; STR: 13 (1), DEX: 11 (0), CON: 14 (2), INT: 13 (1), WIS: 15 (2), CHA: 11 (0)
Feats: Shield Proficiency, Affinity, Lightning Reflexes
Skills: Bluff 2, Climb 3, Diplomacy 1, Disguise 1, Escape Artist 2, Forgery 3, Gather Information 2, Heal 3, Hide 2, Intimidate 2, Jump 2, Listen 5, Ride 2, Spot 3, Use Rope 2, Handle Animal 2

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

Suggested armor: none

Treasure

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

Room 5:


This room is lit by a single torch. In the distance you seem to perceive the sound of tip toes.
There's a wooden door to the south.

NPCs (1)

Thruggarth Male Orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 4, Ref 2, Will -2; STR: 14 (2), DEX: 15 (2), CON: 14 (2), INT: 12 (1), WIS: 7 (-2), CHA: 7 (-2)
Feats: Power Attack
Skills: Bluff 0, Climb 3, Diplomacy 0, Escape Artist 3, Gather Information 1, Hide 5, Listen 0, Ride 3, Spot 0, Swim 3, Handle Animal 0

Special Qualities: Darkvision: 60ft; Light sensitivity; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 6:


This room is barely lit. The air has a rancid smell. In the center of the room there's a broken vial.
There's a wooden door to the south.
There's a wooden door to the west.

Monsters (1)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

Carved harp of exotic wood with ivory inlay and zircon gems {worth 1100 gp}
Everburning torch {worth 110 gp}
No items
110 gp
0 cp
0 sp
0 pp

Room 7:


This room is magically lit. Your nostrils are flooded by a damp smell.
There's a wooden door to the west.

NPCs (1)

Female Human Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 4, Will 1; STR: 4 (-3), DEX: 14 (2), CON: 15 (2), INT: 13 (1), WIS: 13 (1), CHA: 15 (2)
Feats: Nimble Fingers, Affinity, Lightning Reflexes
Skills: Appraise 2, Balance 3, Bluff 3, Escape Artist 3, Forgery 2, Heal 2, Hide 4, Intimidate 3, Jump -1, Ride 4, Search 2, Sense Motive 2, Spot 2, Handle Animal 4, Disable Device 3, Open Lock 4

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
Masterwork studded leather {worth 175 gp}
No items
3000 cp
0 sp
0 gp
0 pp

Room 8:


This room is completely dark. The air has a reek smell. Near the western wall you see a broken vial.
There's a stone door to the east.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

Monsters (1)

Gnoll: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 natural, +4 scale, +2 large shield); Atk: Battleaxe +3 melee; or shortbow +1 ranged; Dmg: Battleaxe 1d8+2; or shortbow 1d6; Special Atk: ; AL Usually chaotic evil; SV Fort 4 Ref 0 Will 0; STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8;
Feats: Power Attack
Skills: Listen +3, Spot +3
Special Qualities: Darkvision 60 ft.;

Treasure

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

Room 9:


This room is lightless.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

Female Half-elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 2; STR: 17 (3), DEX: 14 (2), CON: 12 (1), INT: 13 (1), WIS: 14 (2), CHA: 14 (2)
Feats: Improved Shield Bash, Agile
Skills: Appraise 2, Balance 4, Climb 4, Concentration 2, Disguise 3, Escape Artist 4, Intimidate 3, Jump 4, Move Silently 4, Search 2, Swim 5, Use Rope 3

Special Qualities: Low-light vision; Immunities: sleep

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
Masterwork Kukri {worth 308 gp}
No items
400 sp
0 cp
0 gp
0 pp

Room 10:


This room is well lit. You are surrounded by a floury smell. In the distance you seem to perceive the sound of conversation.
There's a wooden door to the north.

NPCs (1)

Male Ogre Ftr1: CR 4 (ECL 7); HD 4d8+1d10; hp 12; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 4, Ref -1, Will -2; STR: 23 (6), DEX: 8 (-1), CON: 14 (2), INT: 13 (1), WIS: 7 (-2), CHA: 4 (-3)
Feats: Stealthy, Power Attack, Run, Weapon Finesse
Skills: Appraise 4, Concentration 3, Diplomacy -1, Disguise -2, Gather Information -2, Hide 1, Listen -1, Move Silently 1, Spot 0

Special Qualities: Darkvision: 60ft

Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)

Treasure

ceremonial electrum dagger with a star ruby in the pommel {worth 1300 gp}
Full plate {worth 1500 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 11:


This room is lightless and the air has a strong earthy smell. A faint sound of conversation can be heard from here. Close to the western wall there's some rotten cheese.
There's a stone door to the west.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Female Duergar Pal1: CR 2 (ECL 2); HD 1d10; hp 13; Init +6; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 5, Ref 2, Will 2; STR: 12 (1), DEX: 14 (2), CON: 17 (3), INT: 15 (2), WIS: 14 (2), CHA: 14 (2)
Feats: Improved Initiative
Skills: Balance 3, Climb 3, Disguise 4, Escape Artist 3, Forgery 3, Gather Information 3, Hide 3, Intimidate 4, Listen 3, Sense Motive 3, Spot 3, Use Rope 3, Handle Animal 3

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 12:


This room is lightless. In the eastern wall there's a loose floor tile.
There's a wooden door to the east.
There's a stone door to the south.

NPCs (1)

Female Dwarf Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 0, Will 1; STR: 12 (1), DEX: 10 (0), CON: 14 (2), INT: 12 (1), WIS: 8 (-1), CHA: 10 (0)
Feats: Agile
Skills: Balance 2, Bluff 2, Diplomacy 1, Disguise 1, Escape Artist 2, Forgery 2, Gather Information 1, Heal 0, Move Silently 1, Sense Motive 0, Use Rope 1, Spellcraft 2

Special Qualities: Darkvision: 60ft; Turn or rebuke undead

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

Treasure

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

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