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 down #1 Stair down #2 Stair down #3 Stair down #4 Stair down #5 Stair down #6 Stair up #0

Room 1:


This room is lightless. In the western wall there's a broken hourglass.
There are 2 wooden doors to the east.
There's an iron door to the west.

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

Chalcedony {worth 30 gp}
No mundane items
No items
400 sp
0 cp
0 gp
0 pp

Room 2:


This room is well lit and the air is stale. In the southwestern corner there's a piece of broken mirror.
There's a wooden door to the west.
There's an iron door to the south.

NPCs (1)

Samung Male Orc Drd1: CR 1 (ECL 1); HD 1d8; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 4, Ref 3, Will 0; STR: 20 (5), DEX: 17 (3), CON: 15 (2), INT: 14 (2), WIS: 6 (-2), CHA: 9 (-1)
Feats: Improved Shield Bash
Skills: Climb 6, Concentration 4, Forgery 5, Gather Information 0, Heal -1, Hide 5, Intimidate 0, Jump 6, Listen 0, Move Silently 4, Sense Motive -1, Spot -1, Survival -1, Use Rope 6, Handle Animal 0, Spellcraft 4

Special Qualities: Darkvision: 60ft; Light sensitivity; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 3:


This room is adecuately lit and the air has a stagnant smell.
There's a wooden door to the north.

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
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 4:


This room is barely lit and the air has a mild unpleasant smell. A distant sound of dripping water can be heard.
There's a wooden door to the east.
There's a wooden door to the west.

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
Masterwork Waraxe, dwarven {worth 330 gp}
No items
150 gp
0 cp
0 sp
0 pp

Room 5:


This room is completely dark. The air is thick. Near the northeastern corner you see a broken hourglass.
There's a wooden door to the west.
There's a stone door to the west.

NPCs (1)

Emggulen Female Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init -3; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref -3, Will 2; STR: 21 (5), DEX: 5 (-3), CON: 13 (1), INT: 14 (2), WIS: 15 (2), CHA: 7 (-2)
Feats: Combat Expertise
Skills: Appraise 3, Bluff -1, Disguise -1, Escape Artist -2, Forgery 3, Gather Information -1, Hide -2, Intimidate 0, Jump 8, Search 3, Sense Motive 3, Survival 3, Handle Animal -1

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
0 cp
0 sp
0 gp
0 pp

Room 6:


This room is completely dark and the air is rare. A distant sound of a campfire can be heard. Near the northern wall you find a blue 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 west.

NPCs (1)

Throbor Male Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 1, Will 2; STR: 13 (1), DEX: 13 (1), CON: 11 (0), INT: 6 (-2), WIS: 11 (0), CHA: 14 (2)
Feats: Armor Proficiency (light)
Skills:

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

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

Treasure

No goods
No mundane items
No items
60 gp
0 cp
0 sp
0 pp

Room 7:


This room is barely lit and the air has a strong moldy smell. You spot a book a few feet from you.
There's a stone door to the south.
There are 2 wooden doors to the north.

NPCs (1)

Male Gnome Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 2; STR: 8 (-1), DEX: 14 (2), CON: 15 (2), INT: 17 (3), WIS: 15 (2), CHA: 9 (-1)
Feats: Blind-Fight
Skills: Appraise 4, Balance 4, Bluff 0, Concentration 5, Diplomacy 0, Escape Artist 3, Forgery 4, Gather Information 0, Heal 3, Hide 3, Jump 1, Ride 5, Spot 5, Survival 4, Use Rope 6, Handle Animal 0

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

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

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 8:


This room is lightless. Close to you there's a glove.
There's an iron door to the north.
There's a stone door to the south.
There's a wooden door to the west.

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)

Male Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 2; STR: 15 (2), DEX: 15 (2), CON: 13 (1), INT: 7 (-2), WIS: 14 (2), CHA: 8 (-1)
Feats: Track
Skills: Bluff 0, Diplomacy 0, Escape Artist 3, Jump 3, Listen 3, Survival 3, Swim 3, Handle Animal 0

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

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
No mundane items
No items
100 sp
0 cp
0 gp
0 pp

Room 9:


This room is very dark and your nostrils are flooded by an acrid smell. A faint sound of dripping water can be heard from here. Near the southwestern corner you find a blood smudge on the floor.
There's an iron door to the north.
There's a stone door to the east.
There's a wooden door to the west.

NPCs (1)

Muth Male Orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init -2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 4, Ref 0, Will -3; STR: 20 (5), DEX: 7 (-2), CON: 14 (2), INT: 14 (2), WIS: 5 (-3), CHA: 10 (0)
Feats: Lightning Reflexes, Power Attack
Skills: Bluff 2, Concentration 3, Disguise 2, Listen -2, Move Silently -1, Ride 0, Search 4, Sense Motive -2, Spot -2, Survival -2, Use Rope -1, Handle Animal 1

Special Qualities: Darkvision: 60ft; Light sensitivity

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
Holy water (1 flasks, 25 gp each) {worth 25 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 10:


This room is lit by a single torch. Near the southern wall you see a nearly-extinguished campfire.
There's a wooden door to the east.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Neemalen Female Orc Rog1: CR 1 (ECL 1); HD 1d6; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 4, Will -2; STR: 17 (3), DEX: 14 (2), CON: 11 (0), INT: 4 (-3), WIS: 6 (-2), CHA: 7 (-2)
Feats: Power Attack
Skills: Appraise -2, Balance 3, Diplomacy -1, Escape Artist 3, Forgery -2, Gather Information -1, Heal -1, Hide 4, Listen 0, Move Silently 3, Ride 3, Sense Motive -1, Spot -1, Disable Device -2, Sleight Of Hand 3, Tumble 3, Use Magic Device 0

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

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

Treasure

No goods
No mundane items
No items
90 gp
0 cp
0 sp
0 pp

Room 11:


This room is well lit. The air has a mild yeasty smell. Close to the center of the room you find a small pile of dust.
There's a wooden door to the west.
There's a stone door to the north.

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
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 12:


This room is well lit. The air is dense.
There's a wooden door to the north.

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
Masterwork Longbow {worth 375 gp}
No items
20 pp
0 cp
0 sp
0 gp

Room 13:


This room is barely lit.
There's a wooden door to the east.
There's a stone door to the south.
There's a wooden door to the south.

NPCs (1)

Male Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 10; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 0, Ref 0, Will 3; STR: 13 (1), DEX: 11 (0), CON: 7 (-2), INT: 14 (2), WIS: 16 (3), CHA: 9 (-1)
Feats: Nimble Fingers
Skills: Appraise 4, Balance 2, Climb 2, Disguise 1, Escape Artist 2, Forgery 4, Gather Information 1, Heal 4, Jump 3, Listen 4, Move Silently 1, Search 3, Sense Motive 4, Survival 4, Swim 3, Handle Animal 0, Disable Device 4, Open Lock 2

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

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

Treasure

a string of small pink pearls (necklace) {worth 2000 gp}
No mundane items
No items
50 gp
0 cp
0 sp
0 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