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 up #0

Room 1:


This room is lightless. Echoes of yawning can be heard in the distance. Near the western wall there's a broken belt buckle.
There's a wooden door to the north.
There's a wooden door to the east.

Traps (1)

Poison Needle Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 22; Disable Device DC 20; Cost: 1,300 gp; Atk +8 ranged (1 plus greenblood oil poison).

NPCs (1)

Male Half-elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 2, Will 1; STR: 16 (3), DEX: 15 (2), CON: 11 (0), INT: 9 (-1), WIS: 8 (-1), CHA: 17 (3)
Feats: Diligent
Skills: Appraise 1, Heal 0, Intimidate 4, Move Silently 3, Ride 3, Decipher Script 1

Special Qualities: Low-light vision; Immunities: sleep; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

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

Room 2:


This room is barely lit.
There's a stone door to the north.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

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

Room 3:


This room is lit by a single torch.
There are 2 wooden doors to the south.

NPCs (1)

Male Ogre Drd1: CR 4 (ECL 7); HD 5d8; hp 12; Init -2; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 6, Ref -2, Will 4; STR: 18 (4), DEX: 6 (-2), CON: 18 (4), INT: 9 (-1), WIS: 14 (2), CHA: 10 (0)
Feats: Improved Shield Bash, Investigator, Negotiator
Skills: Appraise 1, Diplomacy 2, Disguise 1, Escape Artist 0, Forgery 0, Gather Information 2, Heal 3, Hide -1, Sense Motive 4, Handle Animal 1

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

No goods
No mundane items
Scroll: Blindness/Deafness (Sor/Wis2), Fog Cloud (Sor/Wis2), Bull's Strength (Sor/Wis2) (150 gp each) {worth 450 gp}
90 gp
0 cp
0 sp
0 pp

Room 4:


This room is well lit. You are surrounded by a flowery smell.
There are 2 stone doors to the north.
There's a wooden door to the east.

NPCs (1)

Female Ogre Mage Bbn1: CR 9 (ECL 13); HD 5d8+1d12; hp 13; Init +2; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 3, Ref -2, Will 0; STR: 27 (8), DEX: 7 (-2), CON: 13 (1), INT: 16 (3), WIS: 10 (0), CHA: 14 (2)
Feats: Quick Draw, Agile, Improved Initiative
Skills: Appraise 4, Balance 0, Bluff 6, Climb 9, Concentration 3, Diplomacy 5, Disguise 6, Escape Artist 0, Forgery 7, Gather Information 4, Heal 1, Hide 2, Intimidate 5, Jump 9, Listen 4, Move Silently 2, Ride 2, Search 6, Sense Motive 3, Spot 3, Survival 4, Swim 11, Use Rope -1, Handle Animal 4

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); Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
Light wooden shield +1 {worth 1153 gp}
140 gp
0 cp
0 sp
0 pp

Room 5:


This room is well lit. You hear the faint sound of clanging swords, but can't quite place where it comes from. Near the southwestern corner there's a yellow stain on the floor.
There's a wooden door to the south.

NPCs (1)

Female Ogre Mage Pal1: CR 9 (ECL 13); HD 5d8+1d10; hp 11; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 3, Ref 0, Will 5; STR: 24 (7), DEX: 10 (0), CON: 12 (1), INT: 17 (3), WIS: 17 (3), CHA: 16 (3)
Feats: Diligent, Iron Will, Self-Sufficient
Skills: Appraise 5, Balance 1, Bluff 6, Climb 9, Concentration 5, Diplomacy 5, Disguise 6, Escape Artist 3, Forgery 4, Gather Information 7, Heal 5, Hide 4, Intimidate 7, Jump 9, Listen 5, Move Silently 3, Ride 3, Search 6, Sense Motive 5, Spot 4, Survival 5, Swim 11, Use Rope 3, Handle Animal 6, Decipher Script 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); Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

No goods
No mundane items
Hide from undead (potion) {worth 50 gp}
90 gp
0 cp
0 sp
0 pp

Room 6:


This room is very dark. In the northwestern corner there's a broken vial.
There's a stone door to the north.
There's a wooden door to the north.

NPCs (1)

Female Human 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: 14 (2), DEX: 10 (0), CON: 15 (2), INT: 15 (2), WIS: 6 (-2), CHA: 10 (0)
Feats: Diligent, Point Blank Shot
Skills: Appraise 4, Bluff 1, Climb 3, Concentration 4, Diplomacy 3, Disguise 1, Escape Artist 1, Gather Information 2, Heal 2, Intimidate 1, Listen 0, Move Silently 2, Spot -1, Survival 1, Swim 3, Use Rope 1, Decipher Script 4, Tumble 2

Special Qualities: Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

blue sapphire {worth 3600 gp}
No mundane items
No items
800 sp
0 cp
0 gp
0 pp

Room 7:


This room is magically lit. The air is rare. Near the northwestern corner you see a broken hourglass.
There are 3 wooden doors 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).

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
10 pp
0 cp
0 sp
0 gp

Room 8:


This room is completely dark. The air has a mild flowery smell. You spot a pendant a few feet from you.
There's an iron door to the east.

NPCs (1)

Female Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 5, Will 2; STR: 13 (1), DEX: 17 (3), CON: 13 (1), INT: 10 (0), WIS: 10 (0), CHA: 7 (-2)
Feats: Endurance, Agile, Blind-Fight
Skills: Appraise 1, Balance 5, Diplomacy 1, Escape Artist 5, Forgery 1, Gather Information 0, Hide 6, Intimidate -1, Jump 2, Listen 1, Move Silently 4, Ride 4, Sense Motive 1, Spot 1

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

Suggested armor: none

Treasure

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

Room 9:


This room is completely dark. A faint sound of conversation can be heard from here. Near the western wall there's a white stain on the floor.
There are 2 wooden doors 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.

NPCs (1)

Female Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 3, Will 0; STR: 12 (1), DEX: 16 (3), CON: 11 (0), INT: 13 (1), WIS: 10 (0), CHA: 17 (3)
Feats: Run
Skills: Appraise 2, Balance 4, Climb 2, Concentration 2, Disguise 4, Hide 4, Intimidate 4, Listen 2, Ride 5, Search 3, Sense Motive 1, Spot 1, Survival 2, Swim 2, Handle Animal 4

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
Masterwork Longbow, composite (+3 Str bonus) {worth 700 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 10:


This room is lit by a single torch and the air has an unpleasant stench.
There's a stone door to the north.

NPCs (1)

Uirandírael Female Elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 15; Init -2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref -2, Will 2; STR: 11 (0), DEX: 6 (-2), CON: 11 (0), INT: 9 (-1), WIS: 15 (2), CHA: 13 (1)
Feats: Toughness
Skills: Bluff 3, Concentration 2, Disguise 2, Intimidate 2, Jump 1, Move Silently -1, Ride -1, Search 0, Sense Motive 3, Swim 1

Special Qualities: Immunities: sleep; Low-light vision; Fast movement; Illiteracy; Rage: 1/day

Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

No goods
Breastplate {worth 200 gp}
No items
70 gp
0 cp
0 sp
0 pp

Room 11:


This room is adecuately lit and the air has a mild noxious smell.
There are 3 wooden doors to the north.

NPCs (1)

Molstraithra Male Drow Rog1: CR 2 (ECL 3); HD 1d6; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 3, Ref 4, Will 2; STR: 12 (1), DEX: 15 (2), CON: 16 (3), INT: 18 (4), WIS: 14 (2), CHA: 16 (3)
Feats: Alertness
Skills: Appraise 7, Balance 5, Climb 2, Concentration 4, Diplomacy 7, Disguise 4, Escape Artist 6, Forgery 7, Gather Information 5, Heal 5, Hide 3, Intimidate 4, Jump 2, Listen 4, Move Silently 4, Ride 4, Search 7, Sense Motive 3, Spot 4, Survival 3, Swim 2, Use Rope 3, Open Lock 3, Decipher Script 7, Tumble 4, Use Magic Device 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Trap finding; Sneak attack +1d6

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

Treasure

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