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 and the air has a mild damp smell. Near the southwestern corner you find a dead mouse.
There's a wooden door to the south.
There's a stone door to the west.

NPCs (1)

Gadoth Male Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 2, Ref 1, Will 1; STR: 16 (3), DEX: 12 (1), CON: 14 (2), INT: 8 (-1), WIS: 9 (-1), CHA: 8 (-1)
Feats: Blind-Fight
Skills: Hide 2, Intimidate 0, Ride 3

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

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

Treasure

No goods
No mundane items
No items
60 gp

Room 2:


This room is shrouded in magical darkness. Close to the western wall you find some rotten cheese.
There are 2 wooden doors to the south.

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
30 pp

Room 3:


This room is barely lit. Your nostrils are flooded by a yeasty stench. Near the center of the room there's a red stain on the floor.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Female Half-elf Clr1: CR 1 (ECL 1); HD 1d8; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 1, Will 3; STR: 15 (2), DEX: 12 (1), CON: 9 (-1), INT: 11 (0), WIS: 13 (1), CHA: 15 (2)
Feats: Athletic
Skills: Appraise 3, Climb 4, Diplomacy 3, Hide 2, Listen 2, Sense Motive 2, Swim 4, Spellcraft 1

Special Qualities: Low-light vision; Immunities: sleep; Turn or rebuke undead

Suggested armor: none

Treasure

No goods
No mundane items
No items
400 sp

Room 4:


This room is barely lit. Near the southwestern corner you find an illegible engraving on the floor.

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
40 gp

Room 5:


This room is well lit. The air is rare. Near the southwestern corner there's a black marble.
There's a wooden door to the south.

NPCs (1)

Male Human Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init +1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref -1, Will 3; STR: 13 (1), DEX: 5 (-3), CON: 14 (2), INT: 13 (1), WIS: 12 (1), CHA: 10 (0)
Feats: Lightning Reflexes, Improved Initiative
Skills: Appraise 2, Bluff 2, Climb 2, Concentration 3, Disguise 1, Escape Artist -2, Forgery 2, Gather Information 1, Hide -1, Intimidate 1, Survival 4, Swim 2

Special Qualities: Summon familiar

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

Treasure

No goods
No mundane items
No items
400 sp

Room 6:


This room is shrouded in magical darkness and the air has a fruity smell. Near the southeastern corner there's a rusty dagger hilt.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Male Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 3, Will 3; STR: 14 (2), DEX: 16 (3), CON: 9 (-1), INT: 4 (-3), WIS: 13 (1), CHA: 12 (1)
Feats: Agile
Skills: Balance 5, Escape Artist 5

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

Suggested armor: none

Treasure

No goods
Masterwork Shuriken {worth 301 gp}
No items
140 gp

Room 7:


This room is well lit. Near the southwestern corner you find a scorch mark on the floor.
There's an iron door to the north.
There's a stone door to the west.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

No goods
No mundane items
No items
60 gp

Room 8:


This room is lit by a single torch. Near the southern wall you find a few rags.
There's a wooden door to the west.
There's a wooden door to the north.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

Onyx {worth 120 gp}
No mundane items
No items
4000 cp

Room 9:


This room is lightless. Near the northern wall there's a pile of bones. Close to you there's a quill pen case.
There's a wooden door to the west.
There's a wooden door to the east.
There's a wooden door to the north.

Monsters (1)

Vermin:Monstrous Scorpion, Medium-Size: CR 1; HD 2d8+4 (13); Init +0; AC 14 (+4 natural); Atk: 2 claws +2 melee, sting -3 melee; Dmg: Claw 1d4+1, sting 1d4 and poison; Special Atk: Improved grab, squeeze, poison; AL Always neutral; SV Fort 5 Ref 0 Will 0; STR 13, DEX 10, CON 14, INT , WIS 10, CHA 2;
Feats:
Skills: Climb +8, Hide +8, Spot +7
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
800 sp

Room 10:


This room is lightless. Close to the western wall you see a pentagram drawn on the floor.
There are 2 wooden doors to the east.
There's an iron door to the east.

NPCs (1)

Female Halfling Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 4; STR: 8 (-1), DEX: 16 (3), CON: 11 (0), INT: 11 (0), WIS: 14 (2), CHA: 16 (3)
Feats: Armor Proficiency (light)
Skills: Bluff 4, Concentration 1, Forgery 2, Gather Information 4, Hide 4, Intimidate 4, Jump 0

Special Qualities: Turn or rebuke undead

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

Treasure

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

Room 11:


This room is barely lit and your nostrils are flooded by a smoky smell.
There's a wooden door to the south.
There's an iron door to the east.

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

No goods
Lantern, bullseye {worth 12 gp}
No items
300 sp

Room 12:


This room is lightless. Near the northeastern corner you see a rusty dagger hilt.
There's a wooden door to the east.
There's a stone door to the north.

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

No goods
No mundane items
No items
80 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