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 up #0

Room 1:


This room is lightless. The air has a reek smell. Close to the northern wall you see an illegible engraving on the floor. Lying on the floor you see a ring.
There are 2 wooden doors to the west.

NPCs (1)

Female Halfling Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref 5, Will 4; STR: 13 (1), DEX: 17 (3), CON: 11 (0), INT: 6 (-2), WIS: 15 (2), CHA: 10 (0)
Feats: Magical Aptitude
Skills: Climb 2, Diplomacy 1, Disguise 1, Escape Artist 4, Swim 2, Use Rope 4, Spellcraft 0, Use Magic Device 2

Special Qualities: Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 2:


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

NPCs (1)

Male Half-elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 13; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 5, Ref 2, Will 0; STR: 10 (0), DEX: 15 (2), CON: 17 (3), INT: 11 (0), WIS: 11 (0), CHA: 11 (0)
Feats: Two-Weapon Fighting
Skills: Appraise 1, Balance 5, Bluff 1, Escape Artist 3, Forgery 1, Gather Information 1, Heal 1, Hide 3, Jump 1, Ride 3, Search 1, Spot 3

Special Qualities: Low-light vision; Immunities: sleep; 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 3:


This room is lit by a single torch.
There are 2 stone doors to the west.
There's a wooden door to the north.

NPCs (1)

Amil Male Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 1, Will 3; STR: 12 (1), DEX: 13 (1), CON: 14 (2), INT: 15 (2), WIS: 17 (3), CHA: 11 (0)
Feats: Magical Aptitude
Skills: Appraise 3, Balance 2, Bluff 1, Climb 2, Concentration 3, Disguise 1, Forgery 3, Hide 2, Listen 4, Ride 2, Search 3, Sense Motive 5, Survival 4, Swim 2, Use Rope 2, Spellcraft 4, Use Magic Device 2

Special Qualities: Darkvision: 60ft; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
Masterwork Crossbow, light {worth 335 gp}
No items
100 sp
0 cp
0 gp
0 pp

Room 4:


This room is magically lit and the air has a strong stagnant smell. In the center of the room you find an illegible engraving on the floor.
There are 2 wooden doors to the north.
There's an iron door to the north.

NPCs (1)

Dwafur Male Dwarf Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref -1, Will 2; STR: 13 (1), DEX: 9 (-1), CON: 14 (2), INT: 14 (2), WIS: 14 (2), CHA: 7 (-2)
Feats: Magical Aptitude
Skills: Balance 0, Bluff -1, Climb 2, Concentration 3, Diplomacy -1, Disguise -1, Gather Information -1, Heal 4, Intimidate 0, Jump 2, Listen 3, Move Silently 2, Ride 0, Search 3, Sense Motive 4, Spot 3, Swim 2, Use Rope 0, Handle Animal -1, Spellcraft 4, Use Magic Device 0

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

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

Treasure

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

Room 5:


This room is barely lit. In the northwestern corner you find a piece of broken mirror.
There's a wooden door to the east.

NPCs (1)

Gwingeredon Male Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 4, Will 2; STR: 11 (0), DEX: 15 (2), CON: 9 (-1), INT: 13 (1), WIS: 11 (0), CHA: 12 (1)
Feats: Lightning Reflexes
Skills: Balance 3, Disguise 2, Gather Information 2, Intimidate 2, Move Silently 3, Search 2, Sense Motive 1, Survival 2, Swim 3

Special Qualities: Immunities: sleep; Low-light vision; Turn or rebuke undead

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

Treasure

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

Room 6:


This room is adecuately lit. Your nostrils are flooded by a reek smell. Near the northwestern corner there's a narrow crack on the floor.
There's a wooden door to the south.
There's a wooden door to the west.

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
0 cp
0 sp
0 gp
0 pp

Room 7:


This room is lightless and the air is humid. A distant sound of a bell can be heard. Close to the southern wall there's a broken tile on the floor.
There's a wooden door to the north.
There's a wooden door to the west.

Traps (1)

Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).

Monsters (1)

Animal:Snake, Medium-Size Viper: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Special Qualities: Scent;

Treasure

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

Room 8:


This room is very dark and you are surrounded by an indescribable smell. In the center of the room there's a blue stain on the floor.
There's a wooden door to the north.

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

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

Room 9:


This room is lit by a single torch. The air has a mild fruity smell. Close to the northwestern corner there's a scorch mark on the ceiling.
There's a wooden door to the north.
There's a stone door to the east.
There's a wooden door to the east.

NPCs (1)

Female Duergar Pal1: CR 2 (ECL 2); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 4, Ref 2, Will 1; STR: 12 (1), DEX: 14 (2), CON: 14 (2), INT: 12 (1), WIS: 13 (1), CHA: 3 (-4)
Feats: Shield Proficiency
Skills: Appraise 2, Climb 2, Gather Information -3, Heal 2, Intimidate -2, Jump 3, Listen 2, Move Silently 3, Spot 2, Survival 2

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

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

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

Room 10:


This room is lit by a single torch. You are surrounded by a yeasty smell.
There's an iron door to the north.
There's a stone door to the north.
There's a wooden door to the west.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

Monsters (1)

Sprite:Grig: CR 1; HD 1/2 d6+1 (2); Init +4 (Dex); AC 18 (+2 size, +4 Dex, +2 natural); Atk: Dagger +6 melee; or composite shortbow +6 ranged; Dmg: Dagger 1d4-3; or composite shortbow 1d4; Special Atk: Spell-like abilities, fiddle; AL Always neutral good; SV Fort 1 Ref 6 Will 3; STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14;
Feats: Dodge, Weapon Finesse (dagger)
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4
Special Qualities: SR 17;

Treasure

Tiger eye turquoise {worth 24 gp}
No mundane items
No items
4000 cp
0 sp
0 gp
0 pp

Room 11:


This room is lightless and your nostrils are flooded by a fresh smell. Echoes of whispers can be heard in the distance.
There are 3 wooden doors to the east.

NPCs (1)

Male Duergar Rog1: CR 2 (ECL 2); HD 1d6; hp 8; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 0, Will 2; STR: 11 (0), DEX: 7 (-2), CON: 15 (2), INT: 8 (-1), WIS: 14 (2), CHA: 5 (-3)
Feats: Blind-Fight
Skills: Appraise 0, Balance -1, Bluff -1, Climb 2, Concentration 4, Disguise -2, Escape Artist -1, Forgery 0, Gather Information 0, Hide -1, Intimidate -2, Jump 1, Ride -1, Search 2, Sense Motive 3, Spot 4, Open Lock -1, Decipher Script 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

tourmaline {worth 720 gp}
No mundane items
No items
80 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