Level 1 Dungeon (11 rooms)

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

Room 1:


This room is barely lit. Your nostrils are flooded by a sweaty stench. For an instant you hear the sound of a slammed door, but then it stops.
There's a wooden door to the south.
There's a stone door to the east.
There's a wooden door to the north.

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
100 gp
0 cp
0 sp
0 pp

Room 2:


This room is well lit. The air has a strong reek smell. In the distance you seem to perceive the sound of footsteps.
There's a wooden door to the west.

NPCs (1)

Male Human Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 1, Will 2; STR: 12 (1), DEX: 13 (1), CON: 13 (1), INT: 16 (3), WIS: 11 (0), CHA: 15 (2)
Feats: Improved Unarmed Strike, Stealthy
Skills: Appraise 5, Balance 2, Bluff 3, Climb 2, Concentration 3, Diplomacy 3, Escape Artist 3, Gather Information 3, Hide 3, Intimidate 4, Move Silently 3, Ride 2, Sense Motive 2, Spot 1, Use Rope 3, Spellcraft 6

Special Qualities: Summon familiar; Scribe scroll

Suggested armor: none

Treasure

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

Room 3:


This room is completely dark. Your nostrils are flooded by an acrid stench. In the northwestern corner there's an illegible engraving on the floor.
There's a wooden door to the south.
There's a wooden door to the west.
There's a wooden door to the east.

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

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

Room 4:


This room is well lit and the air has a mild sweet smell. In the southern wall you see a blue stain on the floor.
There's a wooden door 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

No goods
Alchemist's fire (3 flasks, 20 gp each) {worth 60 gp}
No items
700 sp
0 cp
0 gp
0 pp

Room 5:


This room is lit by a single torch and the air is stale. In the distance you seem to perceive the sound of battle. In the southern wall there's a green stain on the floor. Lying on the floor you see a bottle stopper.
There's a wooden door to the east.
There's a wooden door to the west.
There's a wooden door to the north.

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

Treasure

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

Room 6:


This room is adecuately lit. The air is stale. A distant sound of yawning can be heard. In the southeastern corner you see a blue stain on the floor.
There's a stone door to the south.
There's a stone door to the east.

NPCs (1)

Bruheyl'rar Female Drow Pal1: CR 2 (ECL 3); HD 1d10; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 4, Ref -1, Will -2; STR: 9 (-1), DEX: 8 (-1), CON: 15 (2), INT: 14 (2), WIS: 7 (-2), CHA: 19 (4)
Feats: Improved Shield Bash
Skills: Balance 1, Bluff 5, Concentration 4, Disguise 5, Forgery 3, Listen -1, Move Silently 0, Ride 0, Search 3, Sense Motive -1, Survival -1, Use Rope 1, Handle Animal 5

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

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

Room 7:


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

NPCs (1)

Female Ogre Mage Brd1: CR 9 (ECL 13); HD 5d8+1d6; hp 11; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 7, Ref 2, Will 4; STR: 21 (5), DEX: 10 (0), CON: 20 (5), INT: 16 (3), WIS: 14 (2), CHA: 19 (4)
Feats: Athletic, Great Fortitude, Martial Weapon Proficiency
Skills: Appraise 4, Balance 1, Bluff 6, Climb 7, Concentration 9, Disguise 5, Escape Artist 1, Forgery 7, Gather Information 8, Heal 4, Hide 3, Intimidate 8, Jump 9, Listen 4, Move Silently 1, Ride 2, Search 7, Sense Motive 6, Spot 3, Survival 6, Swim 7, Use Rope 2, Decipher Script 7, Spellcraft 5, Tumble 2, Use Magic Device 8

Special Qualities: Darkvision: 60ft; Regeneration: 5; Spell-like abilities (at will): Darkness, Invisibility; Spell-like abilities (1/day): Charm person (DC14), Cone of cold (DC18), Gaseous form, Polymorph, Sleep (DC14); Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 8:


This room is lit by a single torch.
There's a wooden door to the south.

Monsters (1)

Animal:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

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

Room 9:


This room is shrouded in magical darkness.
There's a stone door to the east.

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
Half-plate {worth 600 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 10:


This room is very dark. Close to you there's a mask.
There are 2 wooden doors to the west.
There's a wooden door to the east.

Monsters (1)

Vermin:Monstrous Scorpion, Medium-Size: CR 1; HD 2d8+4 (13); Init +0; AC 14 (+4 natural); Atk: 2 claws +2 melee, sting -3 melee; Dmg: Claw 1d4+1, sting 1d4 and poison; Special Atk: Improved grab, squeeze, poison; AL Always neutral; SV Fort 5 Ref 0 Will 0; STR 13, DEX 10, CON 14, INT , WIS 10, CHA 2;
Feats:
Skills: Climb +8, Hide +8, Spot +7
Special Qualities: Vermin;

Treasure

blue sapphire {worth 3600 gp}
No mundane items
No items
200 sp
0 cp
0 gp
0 pp

Room 11:


This room is adecuately lit. You are surrounded by a minty smell. For an instant you hear the sound of falling debris, but then it stops.
There's a wooden door to the north.
There's a wooden door to the south.
There's an iron door to the west.

Monsters (1)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

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