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 up #0 Stair up #1 Stair up #2

Room 1:


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

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
600 sp

Room 2:


This room is lightless. Close to the northern wall you see a scorch mark on the floor.
There's a wooden door to the east.

NPCs (1)

Female Githyanki Brd1: CR 2 (ECL 3); HD 1d6; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 4, Will 2; STR: 16 (3), DEX: 14 (2), CON: 14 (2), INT: 12 (1), WIS: 11 (0), CHA: 18 (4)
Feats: Deft Hands
Skills: Balance 3, Diplomacy 5, Escape Artist 3, Heal 1, Hide 3, Intimidate 6, Jump 4, Ride 3, Search 5, Survival 2, Use Rope 6, Spellcraft 3, Use Magic Device 5, Sleight Of Hand 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
No items
150 gp

Room 3:


This room is lit by a single torch. Close to the southwestern corner you find a pile of bones.
There's a stone door to the east.

Monsters (1)

Animal:Horse, Light: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee; Dmg: Hoof 1d4+1; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 13, 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
300 sp

Room 4:


This room is lit by an unknown glow. You hear the sound of a gust of wind in the distance. Close to the southern wall you see a small mouse looking your way.
There's a stone 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 Githzerai Clr1: CR 2 (ECL 3); HD 1d8; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 2, Will 5; STR: 7 (-2), DEX: 15 (2), CON: 12 (1), INT: 12 (1), WIS: 16 (3), CHA: 10 (0)
Feats: Persuasive
Skills: Bluff 3, Climb -1, Concentration 2, Disguise 1, Hide 3, Intimidate 2, Jump -1, Listen 4, Ride 4, Search 2, Spellcraft 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Turn or rebuke undead

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

Treasure

No goods
No mundane items
No items
40 pp

Room 5:


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

NPCs (1)

Male Human Clr1: CR 1 (ECL 1); HD 1d8; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref -1, Will 3; STR: 9 (-1), DEX: 9 (-1), CON: 12 (1), INT: 16 (3), WIS: 13 (1), CHA: 12 (1)
Feats: Combat Expertise, Track
Skills: Bluff 3, Climb 1, Concentration 2, Diplomacy 2, Disguise 2, Forgery 4, Gather Information 3, Heal 3, Jump 0, Listen 2, Move Silently 0, Ride 3, Spot 2, Survival 3, Use Rope 1

Special Qualities: Turn or rebuke undead

Suggested armor: none

Treasure

Jeweled gold crown {worth 6000 gp}
No mundane items
Cure moderate wounds (potion) {worth 300 gp}
80 gp

Room 6:


This room is well lit and the air has a sulphur stench.
There are 2 wooden doors to the north.

NPCs (1)

Male Ogre Mage Drd1: CR 9 (ECL 13); HD 6d8; hp 12; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 6, Ref 1, Will 4; STR: 26 (8), DEX: 12 (1), CON: 19 (4), INT: 11 (0), WIS: 14 (2), CHA: 15 (2)
Feats: Deft Hands, Magical Aptitude, Blind-Fight
Skills: Balance 2, Bluff 3, Climb 10, Concentration 6, Diplomacy 6, Disguise 5, Escape Artist 2, Forgery 1, Gather Information 3, Heal 3, Intimidate 4, Jump 9, Listen 3, Move Silently 2, Ride 2, Search 4, Sense Motive 3, Survival 3, Swim 10, Use Rope 3, Handle Animal 3, Spellcraft 2, Sleight Of Hand 3, Use Magic Device 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); Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Everburning torch {worth 110 gp}
No items
1000 cp

Room 7:


This room is lit by an unknown glow. Near the northwestern corner you find a patch of fungus.
There's an iron door 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)

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
Holy water (2 flasks, 25 gp each) {worth 50 gp}
No items
60 gp

Room 8:


This room is lit by a single torch. The air has a mild burnt smell. For an instant you hear the sound of whispers, but then it stops. Near the northwestern corner you find a white stain on the floor.
There's a stone door to the east.
There's a wooden door to the north.
There's a wooden door to the south.

NPCs (1)

Belarynda'ylene Male Drow Bbn1: CR 2 (ECL 3); HD 1d12; hp 15; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 5, Ref 0, Will 1; STR: 15 (2), DEX: 11 (0), CON: 17 (3), INT: 11 (0), WIS: 12 (1), CHA: 14 (2)
Feats: Agile
Skills: Appraise 1, Balance 2, Bluff 4, Climb 3, Diplomacy 3, Escape Artist 2, Hide 2, Intimidate 3, Listen 4, Ride 1, Sense Motive 2, Spot 3, Swim 3

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

jacinth {worth 6000 gp}
No mundane items
No items
120 gp

Room 9:


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

Traps (2)

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).

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)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

No goods
Breastplate {worth 200 gp}
No items
4000 cp

Room 10:


This room is completely dark. For an instant you hear the sound of a gust of wind, but then it stops. In the southwestern corner you see a few ants.
There's a wooden door to the north.

NPCs (1)

Female Half-elf Mnk1: CR 1 (ECL 1); HD 1d8; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 3, Will 0; STR: 12 (1), DEX: 13 (1), CON: 6 (-2), INT: 10 (0), WIS: 7 (-2), CHA: 12 (1)
Feats: Track, Improved Unarmed Strike
Skills: Appraise 1, Balance 2, Diplomacy 2, Heal -1, Hide 3, Intimidate 2, Jump 2, Listen 1, Search 1, Survival 0, Swim 2, Tumble 2

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

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

Treasure

No goods
No mundane items
No items
20 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