Level 1 Dungeon (12 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair up #0 Stair up #1

Room 1:


This room is shrouded in magical darkness and the air is shallow. Close to you there's a key ring.
There are 2 wooden doors to the east.

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
Invisibility (potion or oil) {worth 300 gp}
5000 cp

Room 2:


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

NPCs (1)

Babur Male Dwarf Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 1; STR: 15 (2), DEX: 15 (2), CON: 11 (0), INT: 8 (-1), WIS: 8 (-1), CHA: 8 (-1)
Feats: Great Fortitude
Skills: Balance 4, Escape Artist 3, Move Silently 3

Special Qualities: Darkvision: 60ft; Summon familiar

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

Treasure

No goods
No mundane items
Slippers of spider climbing {worth 4800 gp}
30 pp

Room 3:


This room is completely dark. Near the northeastern corner you find a red stain on the floor.
There's an iron door to the west.
There's an iron door to the east.

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
300 sp

Room 4:


This room is barely lit. Your nostrils are flooded by a rotten stench. In the distance you seem to perceive the sound of dripping water.
There's a wooden door to the west.
There's an iron door to the south.

Monsters (1)

Animal:Camel: CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral; SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4;
Feats:
Skills: Listen +5, Spot +5
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
10 pp

Room 5:


This room is adecuately lit and you are surrounded by a woody smell. Near the southeastern corner you find several paper scraps laying on the floor.
There's a wooden door to the south.

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
6000 cp

Room 6:


This room is completely dark. The air is hazey.
There's a wooden door to the south.
There's a wooden door to the north.

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).

NPCs (1)

Male Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 2, Will 0; STR: 15 (2), DEX: 15 (2), CON: 11 (0), INT: 15 (2), WIS: 10 (0), CHA: 12 (1)
Feats: Dodge
Skills: Appraise 3, Balance 4, Bluff 2, Concentration 1, Diplomacy 3, Disguise 3, Forgery 3, Gather Information 2, Heal 1, Intimidate 5, Jump 3, Ride 4, Sense Motive 1, Survival 1, Use Rope 4, Handle Animal 2

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

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

Treasure

No goods
Darkwood Shield {worth 257 gp}
No items
130 gp

Room 7:


This room is magically lit. You are surrounded by a noxious smell.
There's a wooden door to the east.
There's a wooden door to the west.

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

Monsters (1)

Animal:Camel: CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral; SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4;
Feats:
Skills: Listen +5, Spot +5
Special Qualities: Scent;

Treasure

Blue quartz {worth 12 gp}
Half-plate {worth 600 gp}
No items
400 sp

Room 8:


This room is very dark. Your nostrils are flooded by a flowery smell. Echoes of rusty hinges can be heard in the distance.
There's a wooden door to the south.
There's a wooden door to the east.
There's a wooden door to the north.

NPCs (1)

Female Human Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init -3; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref -3, Will 2; STR: 8 (-1), DEX: 4 (-3), CON: 14 (2), INT: 14 (2), WIS: 15 (2), CHA: 17 (3)
Feats: Athletic, Nimble Fingers
Skills: Appraise 3, Bluff 4, Climb 3, Diplomacy 4, Disguise 4, Forgery 3, Gather Information 4, Hide -2, Jump 1, Ride -1, Sense Motive 4, Spot 4, Survival 4, Swim 1, Handle Animal 4, Disable Device 4, Open Lock -1

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

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

Treasure

No goods
No mundane items
No items
130 gp

Room 9:


This room is well lit.
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

a string of small pink pearls (necklace) {worth 6000 gp}
No mundane items
No items
70 gp

Room 10:


This room is barely lit. You are surrounded by a woody smell.
There are 2 wooden doors to the north.
There's a stone door to the north.

Monsters (1)

Lizardfolk: CR 1; HD 2d8+2 (11); Init +0; AC 15 (+5 natural) or 17 (+5 natural, +2 large shield); Atk: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged; Dmg: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1; Special Atk: ; AL Usually neutral; SV Fort 1 Ref 3 Will 0; STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10;
Feats: Multiattack
Skills: Balance +4, Jump +7, Swim +9
Special Qualities: ;

Treasure

jeweled electrum ring {worth 4000 gp}
No mundane items
No items
No coins

Room 11:


This room is lit by a single torch and the air has a distinctive smell. Close to the eastern wall there's a violet stain on the floor.
There's a wooden door to the west.
There's an iron door to the north.
There's a wooden door to the north.

Monsters (1)

Fungus:Shrieker: CR 1; HD 2d8+2 (11); Init -5 (Int); AC 13 (+3 natural); Atk: ; Dmg: ; Special Atk: Shriek; AL Always neutral; SV Fort 4 Ref Will -4; STR , DEX , CON 13, INT 1, WIS 2, CHA 1;
Feats:
Skills:
Special Qualities: Plant;

Treasure

Rock crystal (clear quartz) {worth 40 gp}
Holy symbol, silver {worth 25 gp}
No items
No coins

Room 12:


This room is shrouded in magical darkness and the air has a biting stench. A faint sound of rusty hinges can be heard from here.
There's a wooden door to the west.
There's a wooden door to the south.
There's an iron door to the south.

Monsters (1)

Animal:Horse, Heavy: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, 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
5000 cp

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