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 Stair up #3

Room 1:


This room is adecuately lit. You are surrounded by an indescribable smell.
There's a wooden door to the north.

NPCs (1)

Balvyrae'afay Male Drow Bbn1: CR 2 (ECL 3); HD 1d12; hp 13; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 3, Ref 0, Will -1; STR: 13 (1), DEX: 11 (0), CON: 12 (1), INT: 11 (0), WIS: 8 (-1), CHA: 18 (4)
Feats: Persuasive
Skills: Appraise 1, Balance 2, Bluff 6, Diplomacy 5, Forgery 1, Heal 0, Intimidate 7, Listen 0, Search 1, Sense Motive 0, Spot 1, Survival 1, Swim 2, Handle Animal 5

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

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

Treasure

No goods
No mundane items
No items
1000 cp

Room 2:


This room is very dark and the air has a strong funny smell. In the northwestern corner you see two small rag dolls.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

No goods
Full plate {worth 1500 gp}
No items
No coins

Room 3:


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

NPCs (1)

Female Duergar Ftr1: CR 2 (ECL 2); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 3, Ref 1, Will 1; STR: 12 (1), DEX: 13 (1), CON: 13 (1), INT: 12 (1), WIS: 13 (1), CHA: 9 (-1)
Feats: Shield Proficiency, Self-Sufficient
Skills: Appraise 3, Climb 2, Concentration 3, Disguise 0, Heal 3, Jump 2, Listen 2, Move Silently 2, Ride 2, Survival 3, Swim 2, Use Rope 2

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

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

Treasure

pink pearl {worth 960 gp}
No mundane items
No items
No coins

Room 4:


This room is adecuately lit and your nostrils are flooded by a nasty stench. You hear the faint sound of a campfire, but can't quite place where it comes from.
There's a wooden door to the east.
There's an iron door to the west.
There's a wooden door to the west.

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
90 gp

Room 5:


This room is lit by a single torch. Your nostrils are flooded by a reek stench. Near the northwestern corner there's a pile of bones.
There's a stone door to the west.
There's a wooden door to the east.
There's a wooden door to the north.

NPCs (1)

Female Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will -2; STR: 9 (-1), DEX: 14 (2), CON: 15 (2), INT: 8 (-1), WIS: 6 (-2), CHA: 14 (2)
Feats: Deceitful
Skills: Bluff 3, Diplomacy 3, Disguise 4, Forgery 1, Gather Information 3, Heal 1, Jump 0, Move Silently 3, Sense Motive -1, Survival -1, Use Rope 3, Handle Animal 3

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

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

Treasure

No goods
No mundane items
No items
600 sp

Room 6:


This room is shrouded in magical darkness. Your nostrils are flooded by an indescribable smell. Near the center of the room you see some violet lichen.
There's a wooden door to the east.
There's a wooden door to the west.

Monsters (1)

Pseudodragon: CR 1; HD 2d12+2 (15); Init +0; AC 18 (+2 size, +6 natural); Atk: Sting +4 melee, bite -1 melee; Dmg: Sting 1d3 and poison, bite 1; Special Atk: Poison; AL Always neutral good; SV Fort 4 Ref 3 Will 4; STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10;
Feats: Alertness
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5
Special Qualities: See invisibility, telepathy, immunities, SR 19;

Treasure

No goods
No mundane items
No items
3000 cp

Room 7:


This room is well lit. Near the northern wall you find a violet stain on the floor.
There's a wooden door to the east.

NPCs (1)

Female Ogre Mage Sor1: CR 9 (ECL 13); HD 5d8+1d4; hp 8; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 4, Ref 0, Will 5; STR: 24 (7), DEX: 11 (0), CON: 19 (4), INT: 15 (2), WIS: 16 (3), CHA: 18 (4)
Feats: Affinity, Martial Weapon Proficiency, Negotiator
Skills: Appraise 3, Balance 3, Bluff 6, Climb 10, Concentration 6, Diplomacy 9, Disguise 5, Escape Artist 1, Gather Information 6, Hide 2, Intimidate 8, Jump 9, Listen 7, Move Silently 4, Ride 2, Search 5, Sense Motive 8, Survival 4, Swim 8, Use Rope 2, Spellcraft 6, Handle Animal 6

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); Summon familiar

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

Treasure

No goods
No mundane items
No items
90 gp

Room 8:


This room is well lit and you are surrounded by a woody smell. In the northeastern corner there's a wooden amulet.
There are 2 wooden doors to the east.
There's a wooden door to the south.

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Male Ogre Mnk1: CR 4 (ECL 7); HD 5d8; hp 12; Init 0; AC 17 (touch 9, flat-footed 17, natural 5, misc 3, size -1); Atk +0; SR 0; AL CE; SV Fort 6, Ref 2, Will 5; STR: 26 (8), DEX: 11 (0), CON: 18 (4), INT: 8 (-1), WIS: 16 (3), CHA: 6 (-2)
Feats: Endurance, Blind-Fight, Point Blank Shot, Self-Sufficient
Skills: Appraise 0, Balance 1, Bluff -1, Concentration 5, Disguise -1, Gather Information -1, Heal 5, Hide 1, Intimidate -1, Listen 4, Move Silently 1, Sense Motive 4, Survival 5, Tumble 1

Special Qualities: Darkvision: 60ft; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Half-plate {worth 600 gp}
No items
3000 cp

Room 9:


This room is lit by a single torch. You spot a mug a few feet from you.
There's an iron door to the west.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

No goods
Masterwork Scimitar {worth 315 gp}
No items
400 sp

Room 10:


This room is well lit.
There's a wooden door to the west.
There are 2 wooden doors to the east.

Traps (1)

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).

NPCs (1)

Mumurth Male Orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 1, Ref -1, Will 0; STR: 17 (3), DEX: 9 (-1), CON: 9 (-1), INT: 14 (2), WIS: 11 (0), CHA: 7 (-2)
Feats: Nimble Fingers
Skills: Balance 0, Bluff -1, Climb 4, Disguise -1, Escape Artist 0, Forgery 3, Gather Information -1, Heal 1, Hide 0, Jump 4, Listen 2, Move Silently 0, Ride 2, Search 5, Spot 1, Survival 2, Use Rope 0, Handle Animal -1, Disable Device 4, Open Lock 1

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

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

Treasure

No goods
No mundane items
No items
130 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