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 down #1 Stair down #2 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is well lit. The air has a stagnant stench. A faint sound of a bell can be heard from here.
There's a wooden door to the east.
There's an iron door to the west.
There's a stone door to the north.

NPCs (1)

Male Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 11; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 3, Ref 0, Will 3; STR: 23 (6), DEX: 11 (0), CON: 12 (1), INT: 5 (-3), WIS: 13 (1), CHA: 6 (-2)
Feats: Affinity, Stealthy, Iron Will
Skills: Hide 2, Move Silently 2, Ride 2, Handle Animal 0

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

Suggested armor: Breast plate (+5AC, 200gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

Moss agate {worth 6 gp}
No mundane items
No items
150 gp

Room 2:


This room is lightless. Near the northeastern corner you find a yellow stain on the floor.
There's a stone door to the south.
There's a wooden door to the south.

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
4000 cp

Room 3:


This room is lightless. The air has a burnt smell.
There's a wooden door to the south.

Monsters (1)

Animal:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

Treasure

finely wrought small gold bracelet {worth 50 gp}
Masterwork Mace, heavy {worth 312 gp}
No items
No coins

Room 4:


This room is very dark and your nostrils are flooded by a sulphur smell. You hear the faint sound of whispers, but can't quite place where it comes from. Close to the eastern wall you see a few rags.
There's a stone door to the east.
There's a wooden door to the north.
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
6000 cp

Room 5:


This room is lit by a single torch and your nostrils are flooded by a minty stench.
There's a wooden door to the north.
There's a stone door to the north.

NPCs (1)

Male Duergar Clr1: CR 2 (ECL 2); HD 1d8; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 5, Ref 1, Will 2; STR: 15 (2), DEX: 13 (1), CON: 12 (1), INT: 8 (-1), WIS: 11 (0), CHA: 7 (-2)
Feats: Great Fortitude
Skills: Gather Information -1, Move Silently 2, Search 0, Sense Motive 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Turn or rebuke undead

Suggested armor: none

Treasure

No goods
No mundane items
No items
3000 cp

Room 6:


This room is lit by a single torch and your nostrils are flooded by an indescribable smell.
There's a wooden door to the east.

NPCs (1)

Male Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 4, Will 0; STR: 13 (1), DEX: 18 (4), CON: 14 (2), INT: 9 (-1), WIS: 11 (0), CHA: 13 (1)
Feats: Diligent
Skills: Appraise 2, Jump 2, Search 0, Handle Animal 2, Decipher Script 1

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

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
Masterwork Buckler {worth 165 gp}
No items
80 gp

Room 7:


This room is very dark. Near the southwestern corner you find a piece of rotten rope.
There are 2 wooden doors to the north.

NPCs (1)

Male Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 2; STR: 10 (0), DEX: 13 (1), CON: 10 (0), INT: 11 (0), WIS: 10 (0), CHA: 13 (1)
Feats: Blind-Fight
Skills: Concentration 1, Diplomacy 3, Disguise 2, Escape Artist 2, Gather Information 3, Jump 1, Listen 1, Ride 3, Search 1, Survival 1, Swim 1, Handle Animal 2, Spellcraft 1

Special Qualities: Low-light vision; Immunities: sleep; 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
60 gp

Room 8:


This room is barely lit. Close to you there's a door handle.
There are 2 wooden doors 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).

NPCs (1)

Female Ogre Mnk1: CR 4 (ECL 7); HD 5d8; hp 12; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 6, Ref 2, Will 2; STR: 23 (6), DEX: 10 (0), CON: 19 (4), INT: 13 (1), WIS: 10 (0), CHA: 10 (0)
Feats: Investigator, Armor Proficiency (light), Stealthy, Point Blank Shot
Skills: Balance 1, Concentration 5, Diplomacy 1, Disguise 1, Gather Information 2, Hide 5, Intimidate 2, Move Silently 2, Ride 1, Search 2, Spot 1, Survival 3, Use Rope 4, 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
No mundane items
No items
2000 cp

Room 9:


This room is lightless. The air has a mild vile smell. You hear the faint sound of scurrying mice, but can't quite place where it comes from.

NPCs (1)

Male Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 0, Will 3; STR: 17 (3), DEX: 11 (0), CON: 12 (1), INT: 8 (-1), WIS: 13 (1), CHA: 10 (0)
Feats: Magical Aptitude
Skills: Appraise 1, Ride 1, Use Rope 1, Spellcraft 1, Use Magic Device 2

Special Qualities: Darkvision: 60ft; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
Scroll: Water Breathing (Clr3) (375 gp) {worth 375 gp}
100 gp

Room 10:


This room is well lit and the air has a vile smell. Near the western wall there's a dead mouse.
There's an iron door to the north.
There's a wooden door to the east.

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
1000 cp

Room 11:


This room is very dark.
There are 2 wooden doors to the west.
There's a wooden door to the south.

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

No goods
No mundane items
No items
1000 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