Level 1 Dungeon (13 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 Room #13 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 Stair up #4

Room 1:


This room is lit by a single torch. Near the northwestern corner you see some bread crumbs.
There's a wooden door to the south.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

Golden circlet with four aquamarines {worth 5000 gp}
Darkwood Buckler {worth 205 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 2:


This room is lightless and the air has a mild sulphur smell.
There's a stone door to the west.
There's a stone door to the north.
There's a wooden door to the north.

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).

Monsters (1)

Dragon:White Dragon, Wyrmling: CR 1; HD 3d12+3 (22); Init +0 (Dex); AC 14 (+2 size, +2 natural); Atk: Bite +5 melee, 2 Claws +0 melee; Dmg: Bite 1d, claw 1d3+0; Special Atk: Breath weapon; AL Always chaotic evil; SV Fort 4 Ref 3 Will 3; STR 11, DEX 10, CON 13, INT 6, WIS 11, CHA 6;
Feats: Any 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

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

Room 3:


This room is lightless and the air has a fresh smell.
There's a wooden door to the south.
There's a wooden door to the east.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

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

Room 4:


This room is lightless.

NPCs (1)

Female Half-orc Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 4, Will 0; STR: 18 (4), DEX: 18 (4), CON: 14 (2), INT: 12 (1), WIS: 6 (-2), CHA: 7 (-2)
Feats: Alertness
Skills: Appraise 2, Balance 5, Bluff -1, Concentration 3, Diplomacy -1, Escape Artist 6, Heal -1, Listen 0, Search 2, Spot 0, Survival -1, Swim 5

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

No goods
Everburning torch {worth 110 gp}
No items
400 sp
0 cp
0 gp
0 pp

Room 5:


This room is very dark. Close to the southern wall you see a piece of cloth.
There are 2 wooden doors to the north.
There's a wooden door to the east.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

NPCs (1)

Female Dwarf Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref -2, Will 4; STR: 14 (2), DEX: 6 (-2), CON: 15 (2), INT: 11 (0), WIS: 14 (2), CHA: 11 (0)
Feats: Combat Reflexes
Skills: Appraise 1, Bluff 1, Escape Artist -1, Heal 3, Ride -1, Sense Motive 3, Use Rope -1, Spellcraft 1

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

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

Room 6:


This room is barely lit. For an instant you hear the sound of clinging coins, but then it stops.
There's an iron door to the north.
There's a stone door to the north.

Traps (1)

Rolling Rock Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

NPCs (1)

Female Duergar Rog1: CR 2 (ECL 2); HD 1d6; hp 6; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 0, Ref 0, Will 2; STR: 15 (2), DEX: 6 (-2), CON: 10 (0), INT: 10 (0), WIS: 14 (2), CHA: 5 (-3)
Feats: Martial Weapon Proficiency
Skills: Appraise 3, Bluff 1, Climb 3, Disguise -2, Escape Artist 0, Forgery 1, Gather Information -2, Hide 0, Intimidate -1, Jump 3, Listen 4, Ride -1, Spot 3, Survival 4, Use Rope -1, Disable Device 1, Open Lock -1, Sleight Of Hand 2, Use Magic Device -2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Trap finding; Sneak attack +1d6

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

Treasure

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

Room 7:


This room is barely lit. The air has a mild putrid smell.
There are 2 wooden doors to the west.

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
110 gp
0 cp
0 sp
0 pp

Room 8:


This room is lightless. The air is dense. You hear the faint sound of battle, but can't quite place where it comes from. Near the northeastern corner you find the remains of an eyepatch.
There's a stone door to the west.
There's a wooden door to the west.
There's a stone door to the north.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

black star sapphire {worth 12800 gp}
Masterwork Guisarme {worth 309 gp}
No items
30 pp
0 cp
0 sp
0 gp

Room 9:


This room is lightless and the air has a strong rotten smell.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

Monsters (1)

Animal:Horse, Light: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee; Dmg: Hoof 1d4+1; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 13, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

No goods
Masterwork Dart {worth 300 gp}
No items
200 sp
0 cp
0 gp
0 pp

Room 10:


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

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

Azurite {worth 36 gp}
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 11:


This room is magically lit. Your nostrils are flooded by a distinctive stench.
There are 2 stone doors to the west.

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

Carved harp of exotic wood with ivory inlay and zircon gems {worth 700 gp}
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 12:


This room is adecuately lit. Your nostrils are flooded by a fresh smell. Close to the eastern wall there's a small pile of ash.
There's a wooden door to the east.
There's a stone door to the south.
There's a wooden door to the south.

NPCs (1)

Male Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref -1, Will 2; STR: 14 (2), DEX: 8 (-1), CON: 12 (1), INT: 12 (1), WIS: 11 (0), CHA: 12 (1)
Feats: Shield Proficiency
Skills: Balance 1, Bluff 3, Diplomacy 2, Disguise 2, Escape Artist 1, Gather Information 2, Hide 1, Jump 3, Listen 1, Move Silently 1, Search 2, Swim 3, Use Rope 0, Spellcraft 3

Special Qualities: Low-light vision; Immunities: sleep; 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
No items
70 gp
0 cp
0 sp
0 pp

Room 13:


This room is barely lit. In the northern wall you see a few rags.
There's a stone door to the north.

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

No goods
No mundane items
Scroll: Detect Chaos (Clr1), Summon Monster I (Clr1), Inflict Light Wounds (Clr1) (25 gp each) {worth 75 gp}
70 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