Level 1 Dungeon (14 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 Room #14 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is well lit. Close to you there's a scepter.
There are 2 wooden doors to the north.
There's a stone door to the east.

NPCs (1)

Male Halfling Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 3; STR: 13 (1), DEX: 16 (3), CON: 15 (2), INT: 14 (2), WIS: 12 (1), CHA: 10 (0)
Feats: Combat Reflexes
Skills: Appraise 3, Balance 4, Climb 3, Forgery 3, Heal 2, Hide 4, Intimidate 1, Search 5, Sense Motive 5, Spellcraft 3

Special Qualities: Summon familiar

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

Treasure

No goods
Masterwork Morningstar {worth 308 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 2:


This room is lightless. In the northeastern corner you see several paper scraps laying on the floor.
There's a wooden door to the east.
There's a wooden door to the south.
There's an iron door to the south.

NPCs (1)

Male Half-elf Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 4; STR: 12 (1), DEX: 14 (2), CON: 12 (1), INT: 11 (0), WIS: 14 (2), CHA: 14 (2)
Feats: Improved Shield Bash
Skills: Escape Artist 4, Forgery 1, Heal 3, Search 2, Sense Motive 3, Survival 3

Special Qualities: Low-light vision; Immunities: sleep; Summon familiar

Suggested armor: none

Treasure

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

Room 3:


This room is very dark.
There are 2 wooden doors to the west.

NPCs (1)

Female Githyanki Brd1: CR 2 (ECL 3); HD 1d6; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref 3, Will 0; STR: 9 (-1), DEX: 12 (1), CON: 19 (4), INT: 10 (0), WIS: 7 (-2), CHA: 14 (2)
Feats: Toughness
Skills: Appraise 1, Bluff 5, Climb 1, Concentration 5, Disguise 4, Gather Information 3, Listen -1, Move Silently 2, Sense Motive -1, Survival -1, Use Rope 2, Decipher Script 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
Breastplate {worth 200 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 4:


This room is barely lit.

NPCs (1)

Bofur Male Dwarf Bbn1: CR 1 (ECL 1); HD 1d12; hp 15; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 5, Ref 0, Will 3; STR: 14 (2), DEX: 10 (0), CON: 17 (3), INT: 12 (1), WIS: 16 (3), CHA: 12 (1)
Feats: Point Blank Shot
Skills: Appraise 2, Bluff 2, Climb 4, Concentration 5, Disguise 3, Escape Artist 3, Gather Information 2, Hide 1, Intimidate 3, Listen 5, Search 4

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

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

Treasure

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

Room 5:


This room is well lit. You hear the faint sound of battle, but can't quite place where it comes from. In the center of the room you see a small ball of yarn.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Female Halfling Wiz1: CR 1 (ECL 1); HD 1d4; hp 6; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 3; STR: 9 (-1), DEX: 13 (1), CON: 14 (2), INT: 11 (0), WIS: 13 (1), CHA: 8 (-1)
Feats: Great Fortitude
Skills: Climb 0, Concentration 3, Diplomacy 0, Disguise 0, Gather Information 0, Swim 0, Use Rope 3

Special Qualities: Summon familiar; Scribe scroll

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

Treasure

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

Room 6:


This room is lit by a single torch. The air has an acrid smell. Close to the northern wall you see some rice spread on the floor.
There's a stone door to the west.
There's a stone door to the south.
There's a wooden door to the south.

Monsters (1)

Animal:Mule: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +4 melee; Dmg: Hoof 1d4+3; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 1; STR 16, DEX 13, CON 17, INT 2, WIS 11, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: ;

Treasure

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

Room 7:


This room is completely dark and the air has a biting stench. Lying on the floor you see a scepter.
There's a wooden door to the south.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

No goods
Masterwork Shortspear {worth 302 gp}
No items
600 sp
0 cp
0 gp
0 pp

Room 8:


This room is barely lit. Near the northeastern corner you find a moldy parchment.
There's a wooden door to the south.
There's a stone door to the east.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

black star sapphire {worth 4800 gp}
Masterwork Longbow, composite (+1 Str bonus) {worth 500 gp}
No items
30 pp
0 cp
0 sp
0 gp

Room 9:


This room is adecuately lit. Close to the southeastern corner you find a few rags.
There's a wooden door to the west.
There's a wooden door to the north.
There's a stone door to the south.

NPCs (1)

Female Githyanki Rgr1: CR 2 (ECL 3); HD 1d10; hp 13; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 5, Ref 2, Will 0; STR: 14 (2), DEX: 14 (2), CON: 17 (3), INT: 9 (-1), WIS: 10 (0), CHA: 13 (1)
Feats: Endurance
Skills: Appraise 0, Bluff 2, Diplomacy 2, Disguise 2, Gather Information 2, Hide 3, Intimidate 2, Listen 2, Search 0, Sense Motive 1, Swim 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 10:


This room is very dark.
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)

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)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

No goods
Chain shirt {worth 100 gp}
No items
110 gp
0 cp
0 sp
0 pp

Room 11:


This room is lightless. The air has a floury stench. Near the western wall you see a needle.
There's a wooden door to the west.
There's a wooden door to the east.

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)

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
0 cp
0 sp
0 gp
0 pp

Room 12:


This room is very dark.
There's an iron door to the west.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

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

Room 13:


This room is adecuately lit. Near the southwestern corner you see a blood smudge on the floor.
There's an iron door to the east.
There's a wooden door to the east.

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

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

Room 14:


This room is adecuately lit.
There's a wooden door to the east.
There's a stone door to the north.
There's a wooden door to the north.

NPCs (1)

Mournral'launim Female Drow Bbn1: CR 2 (ECL 3); HD 1d12; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 1, Ref 3, Will 1; STR: 12 (1), DEX: 12 (1), CON: 8 (-1), INT: 17 (3), WIS: 12 (1), CHA: 14 (2)
Feats: Lightning Reflexes
Skills: Bluff 3, Climb 3, Diplomacy 3, Disguise 4, Escape Artist 3, Forgery 5, Gather Information 4, Heal 3, Hide 2, Intimidate 5, Jump 3, Sense Motive 2, Spot 3, Swim 3, Handle Animal 5

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
Masterwork Sword, bastard {worth 335 gp}
No items
5000 cp
0 sp
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