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 very dark.
There's an iron door to the east.

NPCs (1)

Female Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 6, Ref 3, Will 0; STR: 16 (3), DEX: 16 (3), CON: 18 (4), INT: 12 (1), WIS: 7 (-2), CHA: 7 (-2)
Feats: Improved Unarmed Strike
Skills: Appraise 2, Balance 4, Bluff 2, Diplomacy 0, Gather Information -1, Heal -1, Intimidate 0, Jump 4, Move Silently 4, Search 2, Spot -1, Survival -1, Use Rope 4, Handle Animal 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
No items
140 gp

Room 2:


This room is well lit. Echoes of a bell can be heard in the distance. In the southern wall there's a nearly-extinguished campfire.
There's a wooden door to the south.
There's a wooden door to the west.
There's a wooden door to the east.

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)

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
No mundane items
No items
20 pp

Room 3:


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

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).

Monsters (1)

Animal:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
400 sp

Room 4:


This room is lit by a single torch and the air has a strong floury smell. In the western wall there's a few rags.
There's a wooden door to the south.

NPCs (1)

Tawar 'ered Female Elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 0, Ref 0, Will 3; STR: 14 (2), DEX: 11 (0), CON: 7 (-2), INT: 12 (1), WIS: 16 (3), CHA: 14 (2)
Feats: Improved Unarmed Strike
Skills: Balance 1, Concentration 0, Disguise 3, Escape Artist 1, Gather Information 4, Heal 4, Hide 1, Intimidate 3, Jump 4, Move Silently 1, Ride 1, Search 2, Sense Motive 4, Survival 4, Swim 4, Use Rope 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
No mundane items
No items
90 gp

Room 5:


This room is lightless and the air is shallow. You hear the faint sound of clanging swords, but can't quite place where it comes from.
There's a stone door to the south.

NPCs (1)

Enaras Female Elf Mnk1: CR 1 (ECL 1); HD 1d8; hp 6; Init +3; AC 12 (touch 10, flat-footed 12, misc 2); Atk +0; SR 0; AL TN; SV Fort 0, Ref 1, Will 4; STR: 14 (2), DEX: 8 (-1), CON: 6 (-2), INT: 11 (0), WIS: 15 (2), CHA: 10 (0)
Feats: Improved Initiative, Blind-Fight
Skills: Bluff 2, Concentration -1, Diplomacy 3, Disguise 2, Escape Artist 0, Forgery 2, Hide 1, Listen 3, Sense Motive 3, Swim 3

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
60 gp

Room 6:


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

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
No coins

Room 7:


This room is lightless. In the southwestern corner you see a yellow stain on the floor.
There's an iron door to the west.
There's a wooden door to the north.

NPCs (1)

Gimli Male Dwarf Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 2; STR: 8 (-1), DEX: 12 (1), CON: 17 (3), INT: 14 (2), WIS: 15 (2), CHA: 12 (1)
Feats: Deceitful
Skills: Appraise 4, Balance 2, Bluff 2, Climb 1, Diplomacy 2, Disguise 7, Escape Artist 2, Forgery 6, Gather Information 2, Hide 4, Intimidate 4, Jump 0, Listen 4, Ride 3, Search 4, Sense Motive 3, Spot 4, Survival 3, Swim 0, Disable Device 5, Decipher Script 3, Tumble 3, Use Magic Device 2

Special Qualities: Darkvision: 60ft; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
Invisibility (potion or oil) {worth 300 gp}
10 pp

Room 8:


This room is well lit. In the southeastern corner you find a patch of fungus.
There's a wooden door to the east.

NPCs (1)

Male Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 9; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 1, Ref 0, Will 1; STR: 8 (-1), DEX: 11 (0), CON: 9 (-1), INT: 10 (0), WIS: 12 (1), CHA: 14 (2)
Feats: Nimble Fingers
Skills: Balance 1, Bluff 3, Search 1, Sense Motive 2, Spot 2, Survival 2, Swim 0, Handle Animal 3, Disable Device 2, Open Lock 2

Special Qualities: Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

No goods
No mundane items
No items
400 sp

Room 9:


This room is well lit. A distant sound of yawning can be heard.
There's a wooden door to the west.

NPCs (1)

Araiaurdîr Male Elf Rog1: CR 1 (ECL 1); HD 1d6; hp 6; Init +8; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 6, Will 1; STR: 9 (-1), DEX: 18 (4), CON: 10 (0), INT: 10 (0), WIS: 13 (1), CHA: 12 (1)
Feats: Improved Initiative
Skills: Appraise 1, Balance 5, Bluff 3, Climb 0, Diplomacy 2, Disguise 3, Escape Artist 6, Heal 2, Hide 7, Intimidate 2, Listen 2, Move Silently 5, Ride 8, Search 1, Survival 3, Swim 0, Use Rope 5, Decipher Script 1, Sleight Of Hand 6, Tumble 5, Use Magic Device 3

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

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

Treasure

No goods
No mundane items
No items
140 gp

Room 10:


This room is very dark. The air is thick.

NPCs (1)

Female Half-elf Rog1: CR 1 (ECL 1); HD 1d6; 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: 16 (3), DEX: 13 (1), CON: 11 (0), INT: 9 (-1), WIS: 10 (0), CHA: 13 (1)
Feats: Power Attack
Skills: Appraise 1, Climb 4, Concentration 2, Diplomacy 3, Escape Artist 3, Gather Information 3, Heal 2, Hide 3, Jump 4, Listen 1, Search 0, Sense Motive 1, Spot 1, Survival 2, Use Rope 3, Disable Device 0, Open Lock 2, Decipher Script 1

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

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

Treasure

No goods
No mundane items
No items
6000 cp

Room 11:


This room is very dark. You are surrounded by a burnt smell.
There's a wooden door to the south.

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).

NPCs (1)

Female Gnome Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 1, Will 0; STR: 9 (-1), DEX: 13 (1), CON: 15 (2), INT: 11 (0), WIS: 10 (0), CHA: 11 (0)
Feats: Shield Proficiency
Skills: Appraise 1, Balance 2, Concentration 3, Diplomacy 2, Forgery 1, Intimidate 1, Listen 1, Ride 4, Sense Motive 1, Survival 2, Swim 0, Use Rope 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
Masterwork Longbow {worth 375 gp}
No items
70 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