Level 1 Dungeon (13 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 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is very dark.
There's a stone door to the east.

Monsters (1)

Ghoul:Lacedon: 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

No goods
Acid (3 flasks, 10 gp each) {worth 30 gp}
No items
80 gp

Room 2:


This room is magically lit and the air has a woody smell. Close to the eastern wall you find a scorch mark on the floor. Close to you there's a ball.
There are 2 wooden doors to the south.

NPCs (1)

Female Dwarf Bbn1: CR 1 (ECL 1); HD 1d12; hp 16; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 6, Ref 0, Will 2; STR: 10 (0), DEX: 11 (0), CON: 18 (4), INT: 12 (1), WIS: 15 (2), CHA: 9 (-1)
Feats: Athletic
Skills: Appraise 2, Climb 2, Concentration 5, Diplomacy 1, Disguise 0, Forgery 3, Gather Information 0, Intimidate 0, Jump 3, Move Silently 1, Search 2, Sense Motive 3, Spot 4, Survival 3, Swim 2, Use Rope 1, Handle Animal 0

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

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

Treasure

brass mug with jade inlays {worth 300 gp}
No mundane items
No items
30 gp

Room 3:


This room is lightless. A faint sound of clanging swords can be heard from here.
There's a wooden door to the south.

NPCs (1)

Female Gnome Rgr1: CR 1 (ECL 1); HD 1d10; hp 13; Init +5; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 5, Ref 1, Will 0; STR: 8 (-1), DEX: 13 (1), CON: 16 (3), INT: 10 (0), WIS: 10 (0), CHA: 12 (1)
Feats: Improved Initiative
Skills: Balance 2, Climb 0, Concentration 4, Diplomacy 2, Disguise 3, Heal 1, Jump 0, Listen 4, Search 1, Spot 1, Survival 1, Swim 0

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 1st favored enemy; Track; Wild empathy

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
No mundane items
No items
No coins

Room 4:


This room is very dark. The air is stale. Lying on the floor you see an urn.
There's a wooden door to the north.

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
800 sp

Room 5:


This room is adecuately lit and your nostrils are flooded by a funny smell. In the northeastern corner there's a patch of fungus.
There's a wooden door to the west.
There's a wooden door to the east.

Monsters (1)

Ghoul:Lacedon: 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

No goods
Half-plate {worth 600 gp}
No items
No coins

Room 6:


This room is well lit. Echoes of a campfire can be heard in the distance.
There's a wooden door to the south.

Monsters (1)

Animal:Shark, Medium-Size: CR 1; HD 3d8+3 (16); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d6+1; Special Atk: ; AL Always neutral; SV Fort 4 Ref 5 Will 2; STR 13, DEX 15, CON 13, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Listen +7, Spot +7
Special Qualities: Keen scent;

Treasure

No goods
No mundane items
No items
600 sp

Room 7:


This room is lightless and your nostrils are flooded by a noxious stench. Close to the northwestern corner there's a piece of broken mirror.
There's an iron door to the east.

Monsters (1)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
60 gp

Room 8:


This room is adecuately lit. You hear the sound of falling debris in the distance.
There's a wooden door to the south.
There's an iron door to the east.
There's a wooden door to the west.

NPCs (1)

Male Half-orc Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 0, Will 4; STR: 14 (2), DEX: 11 (0), CON: 14 (2), INT: 12 (1), WIS: 15 (2), CHA: 12 (1)
Feats: Diligent
Skills: Appraise 4, Balance 2, Climb 3, Diplomacy 2, Disguise 2, Escape Artist 1, Heal 3, Intimidate 2, Listen 4, Spellcraft 2, Decipher Script 3

Special Qualities: Darkvision: 60ft; Turn or rebuke undead

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

Treasure

No goods
Masterwork Dart {worth 300 gp}
No items
No coins

Room 9:


This room is barely lit. A faint sound of a flute can be heard from here.
There's a stone door to the east.
There's a wooden door to the east.

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
90 gp

Room 10:


This room is barely lit and you are surrounded by a stagnant smell.
There's a wooden door to the south.

NPCs (1)

Male Githzerai Mnk1: CR 2 (ECL 3); HD 1d8; hp 9; Init +6; AC 13 (touch 12, flat-footed 11, misc 1); Atk +0; SR 6; AL NE; SV Fort 3, Ref 4, Will 3; STR: 9 (-1), DEX: 14 (2), CON: 12 (1), INT: 15 (2), WIS: 13 (1), CHA: 14 (2)
Feats: Self-Sufficient, Improved Initiative
Skills: Appraise 3, Climb 0, Concentration 2, Diplomacy 3, Disguise 3, Escape Artist 4, Forgery 4, Heal 4, Hide 4, Jump 0, Listen 3, Move Silently 3, Survival 4, Swim 1, Use Rope 4, Tumble 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

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

Treasure

No goods
No mundane items
No items
100 gp

Room 11:


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

NPCs (1)

Female Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 0, Will 1; STR: 13 (1), DEX: 10 (0), CON: 11 (0), INT: 15 (2), WIS: 8 (-1), CHA: 6 (-2)
Feats: Run
Skills: Appraise 3, Bluff -1, Concentration 2, Forgery 4, Gather Information -1, Heal 0, Intimidate 1, Jump 2, Listen 0, Move Silently 1, Ride 2, Search 3, Spot 1, Survival 1, Swim 2, Use Rope 1, Spellcraft 3

Special Qualities: Low-light vision; Immunities: sleep; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
No items
110 gp

Room 12:


This room is well lit and your nostrils are flooded by a floury smell. In the northwestern corner there's a pentagram drawn on the floor.
There's a wooden door to the south.

NPCs (1)

Male Half-elf Brd1: CR 1 (ECL 1); HD 1d6; hp 8; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 0; STR: 11 (0), DEX: 11 (0), CON: 14 (2), INT: 12 (1), WIS: 7 (-2), CHA: 8 (-1)
Feats: Endurance
Skills: Balance 1, Bluff 0, Diplomacy 0, Forgery 2, Gather Information 1, Jump 1, Listen -1, Move Silently 1, Ride 3, Survival -1, Swim 2, Use Rope 1, Decipher Script 3, Spellcraft 2, Use Magic Device 0

Special Qualities: Low-light vision; Immunities: sleep; 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
3000 cp

Room 13:


This room is lightless. The air has a floury stench.
There's a wooden door to the east.
There's a stone door to the north.

NPCs (1)

Male Ogre Mage Rgr1: CR 9 (ECL 13); HD 5d8+1d10; hp 13; Init +4; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 7, Ref 0, Will 3; STR: 19 (4), DEX: 11 (0), CON: 17 (3), INT: 17 (3), WIS: 17 (3), CHA: 17 (3)
Feats: Great Fortitude, Improved Initiative, Agile
Skills: Appraise 5, Balance 6, Bluff 7, Climb 8, Concentration 5, Diplomacy 6, Escape Artist 4, Forgery 7, Gather Information 7, Heal 5, Hide 3, Intimidate 6, Jump 6, Listen 4, Move Silently 4, Ride 1, Search 7, Sense Motive 7, Spot 7, Survival 6, Swim 7, Use Rope 3, Handle Animal 5

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); 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
70 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