Level 1 Dungeon (10 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Room #10 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair down #5 Stair down #6 Stair down #7 Stair up #0 Stair up #1

Room 1:


This room is magically lit. In the western wall you find a violet stain on the floor.
There's a wooden door to the west.
There's a wooden door to the north.

Monsters (1)

Ghoul:Ghoul: 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

Bloodstone {worth 40 gp}
Masterwork studded leather {worth 175 gp}
No items
No coins

Room 2:


This room is lightless and the air has a mild foul smell. Close to the northwestern corner you find several paper scraps laying on the floor.
There's a wooden door to the south.

NPCs (1)

Male Half-elf Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init +1; AC 13 (touch 11, flat-footed 12, misc 2); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 6; STR: 13 (1), DEX: 13 (1), CON: 13 (1), INT: 10 (0), WIS: 14 (2), CHA: 11 (0)
Feats: Nimble Fingers, Iron Will
Skills: Appraise 2, Bluff 2, Diplomacy 1, Disguise 1, Escape Artist 2, Gather Information 1, Heal 4, Hide 2, Listen 3, Move Silently 2, Search 1, Sense Motive 3, Use Rope 2, Disable Device 2, Open Lock 3

Special Qualities: Low-light vision; Immunities: sleep; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

Lapis lazuli {worth 24 gp}
Breastplate {worth 200 gp}
No items
120 gp

Room 3:


This room is completely dark. For an instant you hear the sound of rusty hinges, but then it stops.
There's an iron door to the east.
There are 2 wooden doors to the south.

NPCs (1)

Gwing-cundeth Female Elf Pal1: CR 1 (ECL 1); HD 1d10; hp 9; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 4, Will 1; STR: 15 (2), DEX: 18 (4), CON: 9 (-1), INT: 13 (1), WIS: 12 (1), CHA: 17 (3)
Feats: Point Blank Shot
Skills: Appraise 2, Climb 3, Forgery 3, Jump 3, Search 2, Survival 3, Swim 4, Use Rope 5, Handle Animal 4

Special Qualities: Immunities: sleep; Low-light vision; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
No mundane items
No items
200 sp

Room 4:


This room is lightless and the air has an earthy smell. Close to the southeastern corner you find a broken hourglass.
There's a wooden door to the south.

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:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
Thunderstones (1 stones, 30 gp each) {worth 30 gp}
No items
600 sp

Room 5:


This room is lightless and the air has a sweet stench. You hear the sound of tip toes in the distance. In the southern wall you find some violet lichen. Close to you there's a toy warrior.
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)

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
Lantern, bullseye {worth 12 gp}
No items
10 pp

Room 6:


This room is magically lit. The air has a stagnant smell.
There's an iron door to the south.

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)

Male Ogre Brd1: CR 4 (ECL 7); HD 4d8+1d6; hp 9; Init -4; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref -2, Will 1; STR: 23 (6), DEX: 3 (-4), CON: 17 (3), INT: 12 (1), WIS: 8 (-1), CHA: 8 (-1)
Feats: Stealthy, Nimble Fingers, Martial Weapon Proficiency
Skills: Concentration 4, Disguise 0, Escape Artist -3, Forgery 3, Hide -2, Intimidate 0, Jump 7, Move Silently -1, Ride -3, Search 3, Sense Motive 0, Spot 0, Survival 0, Swim 7, Use Rope -2, Decipher Script 2, Tumble -3, Use Magic Device 0, Disable Device 3, Open Lock -2

Special Qualities: Darkvision: 60ft; 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
No mundane items
No items
500 sp

Room 7:


This room is very dark.
There are 2 wooden doors to the north.
There's a wooden door to the south.

Monsters (1)

Animal:Horse, Heavy: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
20 pp

Room 8:


This room is barely lit. Your nostrils are flooded by a damp smell. In the western wall you find a scorch mark on the ceiling. Close to you there's a rug.
There's an iron door to the east.
There's a wooden door to the west.
There's an iron door to the west.

Traps (1)

Swinging Block Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 20; Disable Device DC 20; Cost: 500 gp; Atk +5 melee (4d6, stone block).

Monsters (1)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

red garnet {worth 180 gp}
No mundane items
No items
1000 cp

Room 9:


This room is lightless. The air has a mild sour smell. Echoes of tip toes can be heard in the distance. In the southern wall there's two small rag dolls. You spot a medallion a few feet from you.
There's a wooden door to the north.

NPCs (1)

Male Halfling Sor1: CR 1 (ECL 1); HD 1d4; hp 3; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort -1, Ref 0, Will 4; STR: 10 (0), DEX: 10 (0), CON: 9 (-1), INT: 15 (2), WIS: 14 (2), CHA: 8 (-1)
Feats: Investigator
Skills: Appraise 4, Climb 2, Escape Artist 1, Gather Information 2, Heal 3, Intimidate 0, Listen 3, Move Silently 1, Ride 1, Search 4, Sense Motive 3, Use Rope 1, Spellcraft 3

Special Qualities: Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
60 gp

Room 10:


This room is shrouded in magical darkness. The air has an earthy stench. Close to the western wall you see a water puddle.
There's a wooden door to the west.
There are 2 wooden doors to the north.

NPCs (1)

Phartyrr Female Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 0, Ref 1, Will 0; STR: 11 (0), DEX: 12 (1), CON: 6 (-2), INT: 7 (-2), WIS: 11 (0), CHA: 12 (1)
Feats: Mounted Combat
Skills: Appraise -1, Forgery 0, Gather Information 2, Intimidate 2, Ride 2, Spot 1, Handle Animal 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 1st favored enemy; Track; Wild empathy

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
No mundane items
No items
30 gp

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