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 down #5 Stair down #6 Stair down #7 Stair up #0

Room 1:


This room is lightless. The air is thick. Close to the northwestern corner there's a broken ceramic bowl.
There's a wooden door to the south.
There's a wooden door to the east.

NPCs (1)

Female Ogre Drd1: CR 4 (ECL 7); HD 5d8; hp 10; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 4, Ref -1, Will 1; STR: 26 (8), DEX: 9 (-1), CON: 15 (2), INT: 6 (-2), WIS: 8 (-1), CHA: 6 (-2)
Feats: Stealthy, Nimble Fingers, Point Blank Shot
Skills: Climb 9, Escape Artist 0, Forgery -1, Gather Information -1, Hide 1, Move Silently 1, Spot 0, Handle Animal 0, Spellcraft -1, Disable Device 0, Open Lock 1

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

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

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

Room 2:


This room is very dark and you are surrounded by a rancid smell.
There are 2 wooden doors to the south.

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

Eyepatch with mock eye of sapphire and moonstone {worth 1500 gp}
No mundane items
No items
800 sp
0 cp
0 gp
0 pp

Room 3:


This room is lightless and your nostrils are flooded by an earthy smell.
There's a stone door to the east.

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
No mundane items
Delay poison (potion) {worth 300 gp}
800 sp
0 cp
0 gp
0 pp

Room 4:


This room is completely dark. For an instant you hear the sound of clinging coins, but then it stops. In the eastern wall you find a blood smudge on the floor.
There's a wooden door to the east.
There's an iron door to the east.

NPCs (1)

Female Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 14; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 6, Ref 2, Will 2; STR: 18 (4), DEX: 14 (2), CON: 18 (4), INT: 4 (-3), WIS: 14 (2), CHA: 9 (-1)
Feats: Weapon Finesse, Affinity, Deft Hands
Skills: Ride 4, Use Rope 4, Handle Animal 1, Sleight Of Hand 4

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

Room 5:


This room is completely dark. Near the southeastern corner you see a black marble.
There's a stone door to the south.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

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

Room 6:


This room is magically lit. Your nostrils are flooded by a floury smell. A faint sound of clinging coins can be heard from here. Near the southeastern corner there's a scorch mark on the floor.
There's an iron door to the south.
There's a stone door to the west.

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

No goods
No mundane items
No items
4000 cp
0 sp
0 gp
0 pp

Room 7:


This room is very dark. You spot a whistle a few feet from you.
There are 2 stone doors to the west.
There's an iron door to the east.

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

Treasure

old masterpiece painting {worth 1300 gp}
No mundane items
No items
100 sp
0 cp
0 gp
0 pp

Room 8:


This room is very dark and the air has a strong sweet smell. Close to the southern wall there's several paper scraps laying on the floor.
There's a wooden door to the east.

Monsters (1)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

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

Room 9:


This room is very dark and the air has a rancid stench. You hear the faint sound of scurrying mice, but can't quite place where it comes from. Near the northwestern corner you find a nearly-extinguished campfire.
There's a wooden door to the north.

NPCs (1)

G'bould Male Orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 7, Ref 3, Will 2; STR: 8 (-1), DEX: 12 (1), CON: 17 (3), INT: 10 (0), WIS: 11 (0), CHA: 11 (0)
Feats: Great Fortitude, Deft Hands
Skills: Appraise 1, Concentration 4, Escape Artist 2, Forgery 3, Gather Information 1, Heal 1, Intimidate 2, Listen 2, Move Silently 2, Sense Motive 1, Spot 1, Use Rope 3, Sleight Of Hand 3

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

Suggested armor: none

Treasure

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

Room 10:


This room is completely dark. A faint sound of screeching metal can be heard from here. In the center of the room you see a small pile of ash.
There's a stone door to the north.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

NPCs (1)

Baghal Male Dwarf Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will 2; STR: 13 (1), DEX: 11 (0), CON: 13 (1), INT: 10 (0), WIS: 14 (2), CHA: 12 (1)
Feats: Investigator
Skills: Concentration 2, Diplomacy 2, Disguise 2, Forgery 2, Gather Information 3, Heal 3, Jump 2, Ride 1, Sense Motive 3, Spot 3, Swim 3, Handle Animal 3

Special Qualities: Darkvision: 60ft; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 11:


This room is completely dark. Close to the western wall there's a tattered cloak.
There's a wooden door to the west.

NPCs (1)

Female Halfling Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 4; STR: 8 (-1), DEX: 16 (3), CON: 13 (1), INT: 13 (1), WIS: 15 (2), CHA: 15 (2)
Feats: Endurance
Skills: Appraise 2, Bluff 3, Concentration 2, Diplomacy 3, Escape Artist 4, Forgery 2, Gather Information 3, Heal 3, Hide 4, Intimidate 4, Listen 3, Move Silently 4, Search 3, Sense Motive 4, Survival 3, Swim 0, Handle Animal 3

Special Qualities: 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
100 gp
0 cp
0 sp
0 pp

Room 12:


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

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
Breastplate {worth 200 gp}
No items
150 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