Level 1 Dungeon (12 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 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is well lit and the air has a strong fresh smell. Near the southwestern corner you see a small pile of dust.
There's a wooden door to the south.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

No goods
No mundane items
No items
100 sp

Room 2:


This room is shrouded in magical darkness. In the southwestern corner there's a rusty dagger hilt.
There's a stone door to the north.
There's an iron door to the south.

NPCs (1)

Female Githyanki Wiz1: CR 2 (ECL 3); HD 1d4; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 2, Will 3; STR: 18 (4), DEX: 14 (2), CON: 16 (3), INT: 7 (-2), WIS: 13 (1), CHA: 13 (1)
Feats: Self-Sufficient
Skills: Heal 3, Survival 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Summon familiar; Scribe scroll

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

Treasure

No goods
No mundane items
No items
60 gp

Room 3:


This room is lightless. Close to the northwestern corner you see a scorch mark on the floor. Close to you there's an eyepatch.
There's a wooden door to the west.

NPCs (1)

Male Halfling Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 5, Will 3; STR: 8 (-1), DEX: 16 (3), CON: 15 (2), INT: 13 (1), WIS: 16 (3), CHA: 8 (-1)
Feats: Run
Skills: Appraise 2, Bluff 0, Climb 1, Concentration 3, Diplomacy 0, Disguise 1, Escape Artist 4, Forgery 2, Heal 4, Hide 4, Intimidate 0, Jump 0, Move Silently 5, Ride 4, Search 2, Sense Motive 5, Spot 5, Survival 6, Use Rope 4, Open Lock 4, Decipher Script 5, Sleight Of Hand 5, Tumble 4, Use Magic Device 1

Special Qualities: Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
100 gp

Room 4:


This room is adecuately lit and the air has a strong fruity smell.
There's a wooden door to the west.

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
1000 cp

Room 5:


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

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)

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
Scroll: Hypnotic Pattern (Sor/Wis2), Phantom Trap (Sor/Wis2) (150 gp each) {worth 300 gp}
600 sp

Room 6:


This room is well lit. The air is hazey.
There are 2 wooden doors to the east.

Monsters (1)

Fungus:Shrieker: CR 1; HD 2d8+2 (11); Init -5 (Int); AC 13 (+3 natural); Atk: ; Dmg: ; Special Atk: Shriek; AL Always neutral; SV Fort 4 Ref Will -4; STR , DEX , CON 13, INT 1, WIS 2, CHA 1;
Feats:
Skills:
Special Qualities: Plant;

Treasure

No goods
No mundane items
No items
200 sp

Room 7:


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

NPCs (1)

Male Ogre Mage Pal1: CR 9 (ECL 13); HD 5d8+1d10; hp 15; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 7, Ref 2, Will 5; STR: 22 (6), DEX: 15 (2), CON: 20 (5), INT: 18 (4), WIS: 20 (5), CHA: 18 (4)
Feats: Mounted Combat, Magical Aptitude, Persuasive
Skills: Appraise 7, Balance 4, Bluff 6, Climb 10, Concentration 7, Diplomacy 8, Disguise 7, Escape Artist 5, Forgery 8, Gather Information 7, Heal 8, Hide 6, Intimidate 6, Jump 10, Listen 6, Move Silently 5, Ride 5, Search 5, Sense Motive 9, Spot 9, Survival 9, Swim 7, Use Rope 5, Handle Animal 6, Spellcraft 6, Use Magic Device 6

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); Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
600 sp

Room 8:


This room is very dark. In the southwestern corner you see a burnt torch.
There's a wooden door to the east.
There are 2 wooden doors to the south.

NPCs (1)

Thror Male Orc Clr1: CR 1 (ECL 1); HD 1d8; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 1, Will 2; STR: 15 (2), DEX: 12 (1), CON: 7 (-2), INT: 12 (1), WIS: 10 (0), CHA: 10 (0)
Feats: Self-Sufficient
Skills: Appraise 2, Bluff 1, Concentration -1, Heal 2, Listen 3, Move Silently 2, Ride 3, Sense Motive 2, Spot 1, Survival 2

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
3000 cp

Room 9:


This room is completely dark and the air has a biting stench. In the distance you seem to perceive the sound of rusty hinges.
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
No mundane items
No items
120 gp

Room 10:


This room is barely lit and your nostrils are flooded by a rancid smell.
There's a stone door to the east.

NPCs (1)

Ereb' beretheth Female Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 4; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -2, Ref 6, Will 3; STR: 15 (2), DEX: 18 (4), CON: 6 (-2), INT: 9 (-1), WIS: 12 (1), CHA: 11 (0)
Feats: Diligent
Skills: Appraise 1, Diplomacy 1, Forgery 0, Hide 5, Intimidate 1, Jump 3, Move Silently 5, Survival 2, Swim 3, Decipher Script 4, Spellcraft 0

Special Qualities: Immunities: sleep; Low-light vision; 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
600 sp

Room 11:


This room is barely lit and you are surrounded by a stagnant smell. Close to the southeastern corner you see some violet lichen.
There's a stone door to the east.
There's a wooden door to the south.

NPCs (1)

Shamaka Female Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 1, Will 4; STR: 14 (2), DEX: 12 (1), CON: 13 (1), INT: 15 (2), WIS: 15 (2), CHA: 5 (-3)
Feats: Track
Skills: Balance 2, Bluff -2, Concentration 2, Diplomacy -2, Disguise -2, Gather Information -2, Heal 3, Hide 2, Jump 3, Ride 2, Sense Motive 3, Spot 3, Survival 3, Swim 4, Spellcraft 3

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
5000 cp

Room 12:


This room is barely lit. Close to the southern wall there's a needle.
There's a wooden door to the south.
There's a wooden door to the east.

NPCs (1)

Female Half-orc Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 0, Will 4; STR: 13 (1), DEX: 6 (-2), CON: 11 (0), INT: 11 (0), WIS: 14 (2), CHA: 9 (-1)
Feats: Track
Skills: Climb 2, Concentration 1, Escape Artist -1, Forgery 1, Heal 3, Jump 2, Ride 1, Search 2, Survival 4, Swim 2, Decipher Script 1, Use Magic Device 0

Special Qualities: Darkvision: 60ft; 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
500 sp

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