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 Stair up #1

Room 1:


This room is well lit. Near the northeastern corner you find some bread crumbs. Close to you there's a harp.
There's a wooden door to the north.

NPCs (1)

Athradiellris Male Elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 7; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort -1, Ref 3, Will 2; STR: 12 (1), DEX: 16 (3), CON: 5 (-3), INT: 10 (0), WIS: 14 (2), CHA: 13 (1)
Feats: Persuasive
Skills: Balance 5, Bluff 3, Climb 2, Disguise 2, Escape Artist 4, Hide 5, Intimidate 3, Jump 2, Sense Motive 3, Survival 3, Swim 2, Use Rope 4, Handle Animal 2

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

Room 2:


This room is lightless. Near the southern wall you see a few ants.
There's a wooden door to the west.
There are 2 wooden doors to the south.

Monsters (1)

Pseudodragon: CR 1; HD 2d12+2 (15); Init +0; AC 18 (+2 size, +6 natural); Atk: Sting +4 melee, bite -1 melee; Dmg: Sting 1d3 and poison, bite 1; Special Atk: Poison; AL Always neutral good; SV Fort 4 Ref 3 Will 4; STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10;
Feats: Alertness
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5
Special Qualities: See invisibility, telepathy, immunities, SR 19;

Treasure

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

Room 3:


This room is well lit.
There's a wooden door to the north.

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)

Ag-phain Female Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 4; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -2, Ref 4, Will 4; STR: 17 (3), DEX: 15 (2), CON: 6 (-2), INT: 10 (0), WIS: 15 (2), CHA: 11 (0)
Feats: Two-Weapon Fighting
Skills: Appraise 2, Balance 3, Concentration -1, Forgery 4, Heal 3, Hide 3, Search 2, Sense Motive 3, Spot 4, Spellcraft 1

Special Qualities: Immunities: sleep; Low-light vision; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
Masterwork Flail, heavy {worth 315 gp}
No items
40 pp
0 cp
0 sp
0 gp

Room 4:


This room is lightless. Near the eastern wall there's a broken tile on the floor.
There's a wooden door to the west.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

Golden circlet with four aquamarines {worth 6000 gp}
Alchemist's fire (3 flasks, 20 gp each) {worth 60 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 5:


This room is well lit. A faint sound of rusty hinges can be heard from here. Near the eastern wall you see a dozen broken vials. Lying on the floor you see a key ring.
There's a wooden door to the east.
There's a wooden door to the north.

NPCs (1)

Inisstra Jhulintranolu Male Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 14; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 3, Ref 0, Will 2; STR: 9 (-1), DEX: 11 (0), CON: 12 (1), INT: 16 (3), WIS: 14 (2), CHA: 15 (2)
Feats: Toughness
Skills: Bluff 3, Climb 0, Concentration 2, Diplomacy 3, Disguise 6, Escape Artist 1, Forgery 4, Gather Information 4, Heal 4, Intimidate 5, Jump 3, Listen 3, Ride 1, Search 5, Sense Motive 4, Swim 0

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 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
0 cp
0 sp
0 gp
0 pp

Room 6:


This room is very dark. A faint sound of screeching metal can be heard from here. Close to you there's a quill pen case.
There are 2 wooden doors to the east.
There's an iron door to the north.

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

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

Room 7:


This room is magically lit. Near the northwestern corner you find a patch of fungus.
There's a stone door to the north.
There's a wooden 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).

NPCs (1)

Female Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 13; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 5, Ref 2, Will 3; STR: 12 (1), DEX: 15 (2), CON: 17 (3), INT: 9 (-1), WIS: 17 (3), CHA: 12 (1)
Feats: Negotiator
Skills: Bluff 2, Concentration 4, Diplomacy 3, Listen 4, Search 0, Sense Motive 5

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

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

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

Room 8:


This room is lightless. The air is hazey. In the distance you seem to perceive the sound of screeching metal. In the northeastern corner there's a broken hourglass.
There's an iron door to the west.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Male Human Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 1; STR: 13 (1), DEX: 14 (2), CON: 14 (2), INT: 12 (1), WIS: 12 (1), CHA: 17 (3)
Feats: Endurance, Dodge
Skills: Appraise 2, Balance 3, Bluff 6, Climb 2, Concentration 3, Diplomacy 4, Disguise 4, Escape Artist 5, Hide 3, Move Silently 4, Ride 3, Search 4, Spot 2, Swim 3, Use Rope 3, Handle Animal 4

Special Qualities: 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 9:


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

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

No goods
Musical instrument, masterwork {worth 100 gp}
No items
400 sp
0 cp
0 gp
0 pp

Room 10:


This room is well lit. You hear the sound of conversation in the distance. Close to the center of the room you find a small pile of rocks.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Female Githzerai Wiz1: CR 2 (ECL 3); HD 1d4; hp 4; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 2, Will 5; STR: 16 (3), DEX: 14 (2), CON: 10 (0), INT: 13 (1), WIS: 17 (3), CHA: 8 (-1)
Feats: Stealthy
Skills: Appraise 2, Balance 3, Climb 4, Concentration 2, Escape Artist 4, Forgery 2, Heal 4, Hide 4, Jump 4, Move Silently 4, Swim 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
Masterwork Dagger {worth 302 gp}
No items
1000 cp
0 sp
0 gp
0 pp

Room 11:


This room is magically lit.
There's an iron door to the south.
There are 2 wooden doors to the west.

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

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