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 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is well lit. The air has a strong putrid smell. Close to the center of the room there's some rice spread on the floor.
There's a wooden door to the south.
There's a wooden door to the east.
There's a wooden door to the north.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

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

Room 2:


This room is lit by a single torch and the air is thin. Near the northern wall there's a small salt circle spread on the floor.
There's a stone door to the west.

NPCs (1)

Female Gnome Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +6; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 2; STR: 12 (1), DEX: 15 (2), CON: 13 (1), INT: 14 (2), WIS: 15 (2), CHA: 9 (-1)
Feats: Improved Initiative, Armor Proficiency (light)
Skills: Appraise 4, Balance 3, Bluff 0, Climb 2, Concentration 3, Diplomacy 0, Intimidate 1, Move Silently 3, Spot 3, Use Rope 3, Handle Animal 2

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

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

Treasure

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

Room 3:


This room is lightless. A distant sound of whispers can be heard. In the northeastern corner there's a crystal eye.
There's a wooden door to the south.
There's a wooden door to the west.
There's a wooden door to the east.

Monsters (1)

Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good; SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18;
Feats: Alertness, Dodge, Improved Initiative
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Special Qualities: Symbiosis;

Treasure

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

Room 4:


This room is shrouded in magical darkness. For an instant you hear the sound of clanging swords, but then it stops.
There's a wooden door to the west.

NPCs (1)

Male Duergar Sor1: CR 2 (ECL 2); HD 1d4; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 4, Ref 2, Will 2; STR: 5 (-3), DEX: 15 (2), CON: 18 (4), INT: 8 (-1), WIS: 10 (0), CHA: 13 (1)
Feats: Agile
Skills: Balance 4, Concentration 6, Escape Artist 4, Swim -1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 5:


This room is well lit. You hear the sound of rattling chains in the distance.
There's a wooden door to the east.
There's a wooden door to the west.
There's a wooden door to the north.

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 6:


This room is shrouded in magical darkness. The air has a strong woody smell.
There's a wooden door to the south.
There's a stone door to the south.
There's a wooden door to the east.

Traps (1)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

NPCs (1)

Ogok Male Orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref 1, Will 0; STR: 16 (3), DEX: 12 (1), CON: 13 (1), INT: 11 (0), WIS: 11 (0), CHA: 16 (3)
Feats: Power Attack
Skills: Appraise 2, Balance 3, Diplomacy 5, Jump 5, Listen 2, Move Silently 2, Ride 2, Search 1, Sense Motive 1, Spot 1, Handle Animal 4

Special Qualities: Darkvision: 60ft; Light sensitivity; 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 7:


This room is lightless and your nostrils are flooded by a vile stench. A distant sound of a slammed door can be heard. In the northern wall there's two small rag dolls.
There's a stone door to the south.
There's a wooden door to the west.

NPCs (1)

Female Gnome Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 1, Will 2; STR: 13 (1), DEX: 13 (1), CON: 11 (0), INT: 13 (1), WIS: 14 (2), CHA: 11 (0)
Feats: Run
Skills: Bluff 1, Concentration 1, Diplomacy 2, Disguise 2, Forgery 2, Heal 3, Jump 2, Search 2, Spot 4

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

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

Room 8:


This room is lightless and your nostrils are flooded by a sulphur smell.
There's an iron door to the west.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

Monsters (1)

Grimlock: CR 1; HD 2d8+2 (11); Init +1 (Dex); AC 15 (+1 Dex, +4 natural); Atk: Battleaxe +4 melee; Dmg: Battleaxe 1d8+3; Special Atk: Blindsight; AL Always neutral evil; SV Fort 1 Ref 4 Will 2; STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6;
Feats: Alertness
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Special Qualities: Immunities, scent;

Treasure

No goods
Acid (5 flasks, 10 gp each) {worth 50 gp}
No items
4000 cp
0 sp
0 gp
0 pp

Room 9:


This room is lightless. The air has a mild biting smell. Close to the southeastern corner there's a broken tile on the floor.
There are 2 wooden doors to the north.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

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

Room 10:


This room is completely dark. Your nostrils are flooded by an acrid smell. Near the center of the room you see a broken vial.
There's a stone door to the south.
There's a wooden door to the east.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

NPCs (1)

Female Halfling Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 4; STR: 12 (1), DEX: 13 (1), CON: 10 (0), INT: 15 (2), WIS: 15 (2), CHA: 13 (1)
Feats: Deceitful
Skills: Bluff 3, Concentration 2, Disguise 3, Forgery 4, Gather Information 2, Heal 4, Intimidate 2, Listen 3, Move Silently 2, Spot 4, Survival 4, Spellcraft 4

Special Qualities: Turn or rebuke undead

Suggested armor: none

Treasure

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

Room 11:


This room is very dark.
There are 2 wooden doors to the west.

NPCs (1)

Female Half-orc Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 0, Will 2; STR: 15 (2), DEX: 10 (0), CON: 11 (0), INT: 13 (1), WIS: 10 (0), CHA: 11 (0)
Feats: Affinity
Skills: Climb 3, Forgery 2, Gather Information 1, Hide 1, Intimidate 1, Listen 1, Ride 2, Sense Motive 2, Spot 1, Survival 1, Swim 4, Handle Animal 2

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

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