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 up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4 Stair up #5 Stair up #6 Stair up #7 Stair up #8

Room 1:


This room is lightless. You hear the faint sound of a flute, but can't quite place where it comes from.
There's a stone door to the south.
There's a wooden door to the north.

NPCs (1)

CarachRaugor Female Elf Rog1: CR 1 (ECL 1); HD 1d6; hp 7; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 6, Will 3; STR: 7 (-2), DEX: 18 (4), CON: 12 (1), INT: 15 (2), WIS: 16 (3), CHA: 13 (1)
Feats: Improved Unarmed Strike
Skills: Appraise 4, Balance 6, Bluff 2, Climb -1, Concentration 3, Diplomacy 2, Disguise 3, Escape Artist 5, Forgery 3, Gather Information 3, Hide 5, Jump 2, Listen 4, Search 3, Spot 4, Survival 4, Swim 1, Disable Device 5, Open Lock 5, Decipher Script 5, Sleight Of Hand 6, Tumble 8

Special Qualities: Immunities: sleep; Low-light vision; Trap finding; Sneak attack +1d6

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

Treasure

Gold and ruby ring {worth 4000 gp}
No mundane items
No items
80 gp

Room 2:


This room is lightless and the air is thin.
There's a wooden door to the north.

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
Banded mail {worth 250 gp}
No items
400 sp

Room 3:


This room is magically lit. In the northeastern corner you see a loose floor tile.
There's a stone door to the north.

NPCs (1)

Male Gnome Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 3; STR: 10 (0), DEX: 12 (1), CON: 17 (3), INT: 14 (2), WIS: 12 (1), CHA: 12 (1)
Feats: Improved Unarmed Strike
Skills: Appraise 3, Diplomacy 3, Heal 2, Jump 3, Listen 3, Ride 2, Search 3, Survival 3, Swim 2, Use Rope 2

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

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

Treasure

No goods
No mundane items
Scroll: Fog Cloud (Sor/Wis2), Acid Arrow (Sor/Wis2), Continual Flame (Sor/Wis2) (150 gp each) {worth 450 gp}
80 gp

Room 4:


This room is completely dark.
There's a stone door to the west.

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

No goods
No mundane items
No items
800 sp

Room 5:


This room is well lit and the air has a mild foul smell.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

Ardultanaolin Male Drow Ftr1: CR 2 (ECL 3); HD 1d10; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 4, Ref -1, Will 2; STR: 14 (2), DEX: 8 (-1), CON: 15 (2), INT: 12 (1), WIS: 15 (2), CHA: 14 (2)
Feats: Track, Improved Shield Bash
Skills: Balance 0, Diplomacy 3, Disguise 3, Gather Information 3, Intimidate 4, Jump 4, Move Silently 1, Survival 3, Swim 3

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

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

Treasure

No goods
No mundane items
No items
No coins

Room 6:


This room is well lit. Your nostrils are flooded by a rancid smell. A faint sound of footsteps can be heard from here. Near the northeastern corner you see several paper scraps laying on the floor.
There's a stone door to the north.

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

No goods
No mundane items
Spider climb (potion) {worth 300 gp}
400 sp

Room 7:


This room is well lit and the air has a damp smell. A faint sound of clanging swords can be heard from here. Near the northwestern corner you see some violet lichen.
There's a stone door to the north.

NPCs (1)

Sszdar intra'Zszdyn Female Drow Ftr1: CR 2 (ECL 3); HD 1d10; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 1, Ref 2, Will 2; STR: 11 (0), DEX: 14 (2), CON: 9 (-1), INT: 14 (2), WIS: 14 (2), CHA: 14 (2)
Feats: Acrobatic, Weapon Finesse
Skills: Appraise 3, Bluff 3, Concentration 0, Disguise 4, Escape Artist 4, Hide 3, Jump 2, Listen 4, Move Silently 3, Ride 4, Sense Motive 3, Use Rope 3, Handle Animal 3, Tumble 4

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

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

Treasure

No goods
No mundane items
No items
1000 cp

Room 8:


This room is shrouded in magical darkness and the air is hazey.
There's a wooden door to the south.
There's an iron door to the south.

NPCs (1)

Female Duergar Rgr1: CR 2 (ECL 2); HD 1d10; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 1, Ref 1, Will 3; STR: 9 (-1), DEX: 12 (1), CON: 9 (-1), INT: 16 (3), WIS: 17 (3), CHA: 8 (-1)
Feats: Athletic
Skills: Appraise 7, Balance 4, Bluff 0, Climb 2, Diplomacy 0, Disguise 1, Escape Artist 2, Gather Information 0, Heal 5, Hide 2, Intimidate 1, Jump 1, Listen 4, Ride 2, Search 5, Spot 5, Swim 1, Handle Animal 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 9:


This room is shrouded in magical darkness. The air has a fresh smell.
There's a stone door to the north.

NPCs (1)

Male Ogre Wiz1: CR 4 (ECL 7); HD 4d8+1d4; hp 5; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 1, Ref 0, Will 3; STR: 22 (6), DEX: 10 (0), CON: 13 (1), INT: 11 (0), WIS: 12 (1), CHA: 9 (-1)
Feats: Armor Proficiency (light), Affinity, Investigator
Skills: Appraise 1, Climb 8, Forgery 1, Gather Information 1, Heal 2, Listen 2, Move Silently 1, Ride 2, Spellcraft 1, Handle Animal 1

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

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

Treasure

No goods
Musical instrument, masterwork {worth 100 gp}
No items
100 sp

Room 10:


This room is shrouded in magical darkness. The air has a strong strange smell. In the northwestern corner there's some rotten cheese.
There's an iron door to the west.
There's a stone door to the west.

NPCs (1)

Chaszeth Female Drow Sor1: CR 2 (ECL 3); HD 1d4; hp 4; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 0, Ref 0, Will 3; STR: 13 (1), DEX: 11 (0), CON: 11 (0), INT: 16 (3), WIS: 12 (1), CHA: 13 (1)
Feats: Improved Unarmed Strike
Skills: Bluff 4, Climb 2, Disguise 3, Escape Artist 1, Gather Information 3, Hide 1, Intimidate 3, Jump 2, Ride 1, Sense Motive 3, Spot 3, Survival 3

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

Suggested armor: none

Treasure

No goods
Chain shirt {worth 100 gp}
No items
40 pp

Room 11:


This room is lit by a single torch. Near the northwestern corner you see a small pile of rocks.
There's a wooden door to the west.
There's a stone door to the east.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, 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
4000 cp

Room 12:


This room is barely lit and the air is stale. Close to you there's a coffer.
There's a stone door to the east.
There's a wooden door to the west.
There's a wooden door to the south.

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

Treasure

No goods
Masterwork Crossbow, heavy {worth 350 gp}
No items
110 gp

Room 13:


This room is lightless and your nostrils are flooded by a strange stench.
There's a wooden door to the east.

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
30 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