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 up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


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

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

Monsters (1)

Elf:Drow: CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

No goods
No mundane items
Scroll: Detect Good (Clr1) (25 gp) {worth 25 gp}
200 sp
0 cp
0 gp
0 pp

Room 2:


This room is adecuately lit. The air is foggy. Close to the eastern wall there's a broken belt buckle.
There's a wooden door to the west.
There's a wooden door to the south.

Traps (1)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

Monsters (1)

Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good; SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18;
Feats: Alertness, Dodge, Improved Initiative
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Special Qualities: Symbiosis;

Treasure

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

Room 3:


This room is magically lit. For an instant you hear the sound of clinging coins, but then it stops. Near the southwestern corner you find a small pile of rocks.
There's a wooden door to the north.

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
100 gp
0 cp
0 sp
0 pp

Room 4:


This room is completely dark. Lying on the floor you see a flute.
There's a stone door to the east.
There's a wooden door to the west.

NPCs (1)

Ellpinnathion Male Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 3, Will 3; STR: 14 (2), DEX: 13 (1), CON: 10 (0), INT: 10 (0), WIS: 13 (1), CHA: 10 (0)
Feats: Deft Hands
Skills: Climb 4, Heal 2, Intimidate 4, Jump 4, Spot 3, Survival 2, Use Rope 3, Decipher Script 1, Spellcraft 1, Use Magic Device 1, Sleight Of Hand 3

Special Qualities: Immunities: sleep; Low-light vision; 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
30 gp
0 cp
0 sp
0 pp

Room 5:


This room is very dark. The air has a mild indescribable smell. You spot a hair pin a few feet from you.
There's a wooden door to the west.
There's a stone door to the west.

NPCs (1)

Emggulen Female Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init -3; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref -3, Will 2; STR: 21 (5), DEX: 5 (-3), CON: 13 (1), INT: 14 (2), WIS: 15 (2), CHA: 7 (-2)
Feats: Combat Expertise
Skills: Appraise 3, Bluff -1, Disguise -1, Escape Artist -2, Forgery 3, Gather Information -1, Hide -2, Intimidate 0, Jump 8, Search 3, Sense Motive 3, Survival 3, Handle Animal -1

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
0 cp
0 sp
0 gp
0 pp

Room 6:


This room is completely dark and the air is rare. A distant sound of a campfire can be heard. Near the northern wall you find a blue stain on the floor.
There's a wooden door to the east.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

Throbor Male Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 1, Will 2; STR: 13 (1), DEX: 13 (1), CON: 11 (0), INT: 6 (-2), WIS: 11 (0), CHA: 14 (2)
Feats: Armor Proficiency (light)
Skills:

Special Qualities: Darkvision: 60ft; Light sensitivity; Summon familiar

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 and the air has a strong moldy smell. You spot a book a few feet from you.
There's a wooden door to the south.
There are 2 wooden doors to the north.

NPCs (1)

Male Gnome Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 2; STR: 8 (-1), DEX: 14 (2), CON: 15 (2), INT: 17 (3), WIS: 15 (2), CHA: 9 (-1)
Feats: Blind-Fight
Skills: Appraise 4, Balance 4, Bluff 0, Concentration 5, Diplomacy 0, Escape Artist 3, Forgery 4, Gather Information 0, Heal 3, Hide 3, Jump 1, Ride 5, Spot 5, Survival 4, Use Rope 6, Handle Animal 0

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 8:


This room is lightless. Close to you there's a glove.
There's an iron door to the west.
There's an iron door to the north.
There's a wooden door to the north.

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).

NPCs (1)

Male Half-orc Rgr1: 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: 15 (2), DEX: 15 (2), CON: 13 (1), INT: 7 (-2), WIS: 14 (2), CHA: 8 (-1)
Feats: Track
Skills: Bluff 0, Diplomacy 0, Escape Artist 3, Jump 3, Listen 3, Survival 3, Swim 3, Handle Animal 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
100 sp
0 cp
0 gp
0 pp

Room 9:


This room is very dark and your nostrils are flooded by an acrid smell. A faint sound of dripping water can be heard from here. Near the southwestern corner you find a blood smudge on the floor.
There's a wooden door to the east.

NPCs (1)

Muth Male Orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init -2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 4, Ref 0, Will -3; STR: 20 (5), DEX: 7 (-2), CON: 14 (2), INT: 14 (2), WIS: 5 (-3), CHA: 10 (0)
Feats: Lightning Reflexes, Power Attack
Skills: Bluff 2, Concentration 3, Disguise 2, Listen -2, Move Silently -1, Ride 0, Search 4, Sense Motive -2, Spot -2, Survival -2, Use Rope -1, Handle Animal 1

Special Qualities: Darkvision: 60ft; Light sensitivity

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
Holy water (1 flasks, 25 gp each) {worth 25 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 10:


This room is lit by a single torch. Near the southern wall you see a nearly-extinguished campfire.
There's a wooden door to the east.

Traps (1)

Wall Blade Trap: CR 1; mechanical; trigger: touch; reset: automatic; Search DC 22; Disable Device DC 22; Cost: 2,500 gp; hidden switch bypass (25), Atk +10 melee (2d4/x4, scythe).

NPCs (1)

Neemalen Female Orc Rog1: CR 1 (ECL 1); HD 1d6; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 4, Will -2; STR: 17 (3), DEX: 14 (2), CON: 11 (0), INT: 4 (-3), WIS: 6 (-2), CHA: 7 (-2)
Feats: Power Attack
Skills: Appraise -2, Balance 3, Diplomacy -1, Escape Artist 3, Forgery -2, Gather Information -1, Heal -1, Hide 4, Listen 0, Move Silently 3, Ride 3, Sense Motive -1, Spot -1, Disable Device -2, Sleight Of Hand 3, Tumble 3, Use Magic Device 0

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
90 gp
0 cp
0 sp
0 pp

Room 11:


This room is well lit. The air has a mild yeasty smell. Close to the center of the room you find a small pile of dust.
There are 2 wooden doors to the south.
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
0 cp
0 sp
0 gp
0 pp

Room 12:


This room is well lit. The air is dense.
There's a wooden door to the west.
There's an iron door to the south.
There's a wooden 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
Masterwork Longbow {worth 375 gp}
No items
20 pp
0 cp
0 sp
0 gp

Room 13:


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

NPCs (1)

Male Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 10; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 0, Ref 0, Will 3; STR: 13 (1), DEX: 11 (0), CON: 7 (-2), INT: 14 (2), WIS: 16 (3), CHA: 9 (-1)
Feats: Nimble Fingers
Skills: Appraise 4, Balance 2, Climb 2, Disguise 1, Escape Artist 2, Forgery 4, Gather Information 1, Heal 4, Jump 3, Listen 4, Move Silently 1, Search 3, Sense Motive 4, Survival 4, Swim 3, Handle Animal 0, Disable Device 4, Open Lock 2

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

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

Treasure

a string of small pink pearls (necklace) {worth 2000 gp}
No mundane items
No items
50 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