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 up #0 Stair up #1 Stair up #2

Room 1:


This room is lightless and you are surrounded by a strange smell.
There are 2 wooden doors to the west.

NPCs (1)

Female Githyanki Brd1: CR 2 (ECL 3); HD 1d6; hp 6; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 5, Will 3; STR: 14 (2), DEX: 16 (3), CON: 11 (0), INT: 14 (2), WIS: 12 (1), CHA: 15 (2)
Feats: Nimble Fingers
Skills: Appraise 3, Balance 5, Climb 3, Diplomacy 3, Disguise 3, Escape Artist 4, Gather Information 3, Heal 2, Hide 4, Intimidate 3, Jump 3, Listen 3, Ride 4, Sense Motive 2, Spot 3, Swim 3, Spellcraft 6, Use Magic Device 3, Disable Device 4, Open Lock 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
Circlet of blasting, minor {worth 6480 gp}
No coins

Room 2:


This room is barely lit. The air has a strong burnt smell.
There's a wooden door to the west.
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, composite (+4 Str bonus) {worth 800 gp}
No items
80 gp

Room 3:


This room is barely lit. The air is stale.
There's a wooden door to the south.
There's a wooden door to the east.
There's a wooden door to the west.

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
No mundane items
No items
100 gp

Room 4:


This room is lit by a single torch. Your nostrils are flooded by a reek stench. You spot a book a few feet from you.
There's a wooden door to the west.

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
No coins

Room 5:


This room is very dark. You are surrounded by a woody smell. In the northwestern corner you find a tiny piece of chalk.
There's a wooden door to the west.
There's a stone door to the east.
There's a wooden door to the east.

NPCs (1)

Female Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 15; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 7, Ref 1, Will 2; STR: 8 (-1), DEX: 8 (-1), CON: 20 (5), INT: 9 (-1), WIS: 14 (2), CHA: 7 (-2)
Feats: Lightning Reflexes
Skills: Appraise 0, Climb 0, Escape Artist 0, Search 0

Special Qualities: Darkvision: 60ft; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

No goods
No mundane items
No items
700 sp

Room 6:


This room is very dark and the air has an unpleasant stench. Close to the western wall there's a small ball of yarn.
There's a wooden door to the south.
There's a stone door to the east.

NPCs (1)

Male Halfling Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref 2, Will 4; STR: 10 (0), DEX: 14 (2), CON: 10 (0), INT: 16 (3), WIS: 14 (2), CHA: 16 (3)
Feats: Deft Hands
Skills: Appraise 5, Balance 5, Bluff 5, Climb 4, Diplomacy 4, Forgery 4, Gather Information 4, Listen 3, Move Silently 3, Ride 3, Search 4, Spot 3, Swim 1, Use Rope 4, Sleight Of Hand 4

Special Qualities: Summon familiar; Scribe scroll

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

Treasure

No goods
No mundane items
No items
140 gp

Room 7:


This room is lightless. Close to the northeastern corner you see a green stain on the floor.
There's a stone door to the west.
There's a wooden door to the south.
There's a wooden door to the east.

NPCs (1)

Male Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 14; Init +1; AC 14 (touch 11, flat-footed 13, misc 3); Atk +0; SR 0; AL TN; SV Fort 5, Ref 3, Will 5; STR: 11 (0), DEX: 12 (1), CON: 16 (3), INT: 15 (2), WIS: 16 (3), CHA: 13 (1)
Feats: Endurance, Toughness, Improved Unarmed Strike
Skills: Appraise 3, Balance 3, Bluff 2, Climb 2, Concentration 6, Disguise 3, Gather Information 3, Hide 3, Intimidate 3, Jump 1, Listen 4, Move Silently 2, Ride 3, Sense Motive 6, Swim 1, Use Rope 2, Tumble 2

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

Suggested armor: none

Treasure

No goods
Antitoxin (1 doses, 50 gp each) {worth 50 gp}
No items
90 gp

Room 8:


This room is very dark and the air has an earthy smell. Near the northwestern corner there's a water puddle.
There's a wooden door to the east.

NPCs (1)

Dachar Male Dwarf Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 3; STR: 16 (3), DEX: 13 (1), CON: 15 (2), INT: 9 (-1), WIS: 13 (1), CHA: 15 (2)
Feats: Power Attack
Skills: Escape Artist 2, Hide 2, Listen 2, Survival 2

Special Qualities: Darkvision: 60ft; Turn or rebuke undead

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

Treasure

No goods
No mundane items
No items
120 gp

Room 9:


This room is completely dark. A distant sound of a bell can be heard.
There's a wooden door to the east.
There's a wooden door to the north.

Monsters (1)

Vermin:Monstrous Spider, Medium-Size: CR 1; HD 2d8+2 (11); Init +3 (Dex); AC 14 (+3 Dex, +1 natural); Atk: Bite +4 melee; Dmg: Bite 1d6 and poison; Special Atk: Poison, web; AL Always neutral; SV Fort 4 Ref 3 Will 0; STR 11, DEX 17, CON 12, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +12, Hide +10, Jump +0*, Spot +7*
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
800 sp

Room 10:


This room is well lit and your nostrils are flooded by a biting stench. For an instant you hear the sound of footsteps, but then it stops.
There's a stone door to the east.
There are 2 wooden doors to the south.

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
80 gp

Room 11:


This room is completely dark. Echoes of screeching metal can be heard in the distance. In the center of the room you find a narrow crack on the floor.

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
400 sp

Room 12:


This room is completely dark and you are surrounded by a sour smell. Close to the northwestern corner there's a blue stain on the floor.
There's a stone door to the north.
There's a wooden door to the south.
There's a wooden door to the west.

Monsters (1)

Gnoll: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 natural, +4 scale, +2 large shield); Atk: Battleaxe +3 melee; or shortbow +1 ranged; Dmg: Battleaxe 1d8+2; or shortbow 1d6; Special Atk: ; AL Usually chaotic evil; SV Fort 4 Ref 0 Will 0; STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8;
Feats: Power Attack
Skills: Listen +3, Spot +3
Special Qualities: Darkvision 60 ft.;

Treasure

No goods
No mundane items
No items
4000 cp

Room 13:


This room is lit by a single torch.
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
Bead of force {worth 3000 gp}
200 sp

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