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 up #0 Stair up #1

Room 1:


This room is barely lit. Your nostrils are flooded by an acrid stench. In the southeastern corner you see a white feather.
There's a stone door to the south.
There's a stone door to the north.

Monsters (1)

Vermin:Monstrous Spider, Medium-Size: CR 1; HD 2d8+2 (11); Init +3 (Dex); AC 14 (+3 Dex, +1 natural); Atk: Bite +4 melee; Dmg: Bite 1d6 and poison; Special Atk: Poison, web; AL Always neutral; SV Fort 4 Ref 3 Will 0; STR 11, DEX 17, CON 12, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +12, Hide +10, Jump +0*, Spot +7*
Special Qualities: Vermin;

Treasure

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

Room 2:


This room is adecuately lit and the air is shallow. In the southern wall there's a patch of fungus.
There's a stone door to the west.
There's a wooden door to the north.

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).

NPCs (1)

Female Human Clr1: CR 1 (ECL 1); HD 1d8; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 5; STR: 13 (1), DEX: 15 (2), CON: 12 (1), INT: 14 (2), WIS: 13 (1), CHA: 11 (0)
Feats: Magical Aptitude, Iron Will
Skills: Appraise 4, Bluff 1, Climb 2, Concentration 2, Diplomacy 2, Disguise 1, Heal 3, Intimidate 1, Listen 3, Move Silently 5, Search 3, Sense Motive 2, Spot 2, Swim 2, Spellcraft 4, Use Magic Device 2

Special Qualities: Turn or rebuke undead

Suggested armor: none

Treasure

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

Room 3:


This room is lit by a single torch. You hear the sound of a groan in the distance. Near the western wall you see a few rags.
There's a stone door to the north.
There are 2 wooden doors to the west.

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
Mithral shirt {worth 1100 gp}
120 gp
0 cp
0 sp
0 pp

Room 4:


This room is lit by a single torch and the air has a floury smell.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Female Halfling Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 1; STR: 15 (2), DEX: 12 (1), CON: 12 (1), INT: 11 (0), WIS: 13 (1), CHA: 16 (3)
Feats: Run
Skills: Appraise 1, Balance 2, Bluff 4, Climb 3, Disguise 4, Forgery 1, Gather Information 5, Hide 2, Intimidate 4, Jump 3, Listen 2, Spot 2, Survival 3, Handle Animal 4

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

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

Treasure

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

Room 5:


This room is completely dark and the air is shallow. In the western wall you find a loose floor tile.
There's a wooden door to the south.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

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

Room 6:


This room is barely lit and you are surrounded by an indescribable smell. For an instant you hear the sound of conversation, but then it stops. Near the center of the room you see a broken ceramic bowl.
There's a wooden door to the north.
There's a wooden door to the east.
There's a wooden door to the west.

NPCs (1)

Male Gnome Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will 3; STR: 12 (1), DEX: 10 (0), CON: 13 (1), INT: 10 (0), WIS: 16 (3), CHA: 16 (3)
Feats: Improved Shield Bash, Track
Skills: Balance 1, Climb 2, Hide 1, Jump 2, Listen 4, Swim 3, Use Rope 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation

Suggested armor: Breast plate (+5AC, 200gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

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

Room 7:


This room is completely dark. The air has a fresh smell. In the center of the room there's some bread crumbs.
There's a wooden door to the east.
There's a wooden door to the north.

Traps (1)

Rolling Rock Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

NPCs (1)

Togorth Male Orc Wiz1: 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 3; STR: 14 (2), DEX: 13 (1), CON: 12 (1), INT: 16 (3), WIS: 13 (1), CHA: 13 (1)
Feats: Improved Unarmed Strike
Skills: Appraise 4, Balance 2, Bluff 2, Climb 3, Concentration 2, Disguise 2, Forgery 5, Gather Information 3, Hide 3, Ride 2, Search 4, Spot 2, Survival 3, Use Rope 2, Spellcraft 5

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

Suggested armor: none

Treasure

No goods
Masterwork Battleaxe {worth 310 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 8:


This room is adecuately lit. Near the southern wall you see some rice spread on the floor.
There's a stone door to the east.
There's a wooden door to the south.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

silver chalice with lapis lazuli gems {worth 80 gp}
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 9:


This room is magically lit. The air has a mild biting smell. A distant sound of dripping water can be heard. In the western wall there's some rice spread on the floor.
There are 2 wooden doors to the south.
There's an iron door to the east.

NPCs (1)

Male Gnome Brd1: CR 1 (ECL 1); HD 1d6; hp 8; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 2; STR: 8 (-1), DEX: 13 (1), CON: 15 (2), INT: 8 (-1), WIS: 11 (0), CHA: 13 (1)
Feats: Nimble Fingers
Skills: Appraise 0, Escape Artist 4, Gather Information 2, Heal 1, Hide 2, Move Silently 2, Swim 1, Tumble 2, Use Magic Device 2, Disable Device 1, Open Lock 3

Special Qualities: 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
Longsword +4 {worth 64315 gp}
110 gp
0 cp
0 sp
0 pp

Room 10:


This room is very dark. For an instant you hear the sound of growling, but then it stops.
There's a stone door to the north.

NPCs (1)

G'eldyrr'xena Male Drow Sor1: CR 2 (ECL 3); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 2, Will 3; STR: 14 (2), DEX: 15 (2), CON: 12 (1), INT: 16 (3), WIS: 12 (1), CHA: 12 (1)
Feats: Combat Expertise
Skills: Appraise 4, Balance 4, Bluff 2, Climb 3, Concentration 2, Escape Artist 3, Forgery 4, Heal 3, Hide 3, Intimidate 2, Jump 3, Listen 2, Ride 3, Search 5, Sense Motive 2, Survival 2, Spellcraft 4

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

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

Treasure

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

Room 11:


This room is completely dark. Close to you there's an eyepatch.
There's a wooden door to the west.
There's a wooden door to the south.

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

Room 12:


This room is completely dark and the air is foggy. A distant sound of a groan can be heard. In the northwestern corner you see a small pile of dust. Lying on the floor you see a wooden cup.
There's a wooden door to the north.
There are 2 stone doors 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)

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
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