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 down #7 Stair up #0 Stair up #1

Room 1:


This room is completely dark. In the southwestern corner there's a small pile of dust.
There's an iron door to the north.
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 Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 2, Will 3; STR: 7 (-2), DEX: 14 (2), CON: 11 (0), INT: 13 (1), WIS: 16 (3), CHA: 15 (2)
Feats: Agile, Combat Expertise
Skills: Balance 5, Bluff 3, Escape Artist 4, Heal 5, Hide 3, Jump -1, Move Silently 3, Sense Motive 4, Survival 4, Swim -1, Handle Animal 4

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

Treasure

No goods
Masterwork Sword, two-bladed {worth 700 gp}
No items
200 sp

Room 2:


This room is well lit.
There's a stone door to the north.
There are 2 iron doors to the west.

NPCs (1)

Male Ogre Brd1: CR 4 (ECL 7); HD 4d8+1d6; hp 7; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 1, Ref 3, Will 4; STR: 23 (6), DEX: 13 (1), CON: 12 (1), INT: 8 (-1), WIS: 15 (2), CHA: 10 (0)
Feats: Stealthy, Diligent, Blind-Fight
Skills: Appraise 2, Concentration 3, Diplomacy 1, Disguise 1, Escape Artist 2, Forgery 0, Hide 3, Move Silently 3, Survival 3, Swim 7, Use Rope 2, Decipher Script 1, Tumble 2, Use Magic Device 1

Special Qualities: Darkvision: 60ft; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
No items
4000 cp

Room 3:


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

NPCs (1)

Female Githzerai Sor1: CR 2 (ECL 3); HD 1d4; hp 5; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 3, Will 5; STR: 17 (3), DEX: 17 (3), CON: 13 (1), INT: 9 (-1), WIS: 17 (3), CHA: 15 (2)
Feats: Mounted Combat
Skills: Concentration 2, Listen 4, Move Silently 4, Ride 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Summon familiar

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

Treasure

ceremonial electrum dagger with a star ruby in the pommel {worth 1200 gp}
No mundane items
No items
90 gp

Room 4:


This room is well lit. The air has a mild nasty smell. Near the northwestern corner you find several paper scraps laying on the floor.
There's a wooden 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
700 sp

Room 5:


This room is very dark. Near the northern wall there's a few ants.
There's an iron door to the east.
There are 2 wooden doors to the east.

NPCs (1)

Male Ogre Wiz1: CR 4 (ECL 7); HD 4d8+1d4; hp 7; Init +2; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref -2, Will 5; STR: 25 (7), DEX: 7 (-2), CON: 16 (3), INT: 6 (-2), WIS: 16 (3), CHA: 5 (-3)
Feats: Negotiator, Improved Initiative, Nimble Fingers
Skills: Diplomacy -1, Sense Motive 5, Disable Device 0, Open Lock 0

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
400 sp

Room 6:


This room is barely lit. The air is thick. For an instant you hear the sound of dripping water, but then it stops. Near the northwestern corner you find a white feather.
There's a stone door to the north.
There's an iron door to the north.

NPCs (1)

Female Githzerai Wiz1: CR 2 (ECL 3); HD 1d4; hp 4; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 1, Will 4; STR: 17 (3), DEX: 12 (1), CON: 10 (0), INT: 13 (1), WIS: 14 (2), CHA: 5 (-3)
Feats: Combat Reflexes
Skills: Appraise 3, Diplomacy 0, Escape Artist 2, Heal 3, Hide 2, Jump 4, Listen 4, Spot 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
Masterwork Shortbow, composite (+0 Str bonus) {worth 375 gp}
No items
50 gp

Room 7:


This room is shrouded in magical darkness. In the eastern wall you see a white stain on the floor.
There's a wooden door to the west.
There's a stone door to the north.
There's a wooden door to the east.

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
Lock, good {worth 80 gp}
No items
60 gp

Room 8:


This room is barely lit. In the distance you seem to perceive the sound of scurrying mice. Near the northwestern corner you find a loose floor tile.

NPCs (1)

T'rissaste Male Drow Drd1: CR 2 (ECL 3); HD 1d8; hp 7; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 2, Will 3; STR: 11 (0), DEX: 11 (0), CON: 8 (-1), INT: 16 (3), WIS: 13 (1), CHA: 10 (0)
Feats: Lightning Reflexes
Skills: Appraise 6, Climb 1, Disguise 4, Escape Artist 1, Forgery 4, Gather Information 1, Heal 2, Intimidate 1, Jump 1, Listen 2, Move Silently 2, Search 5, Sense Motive 3, Swim 2, Use Rope 3, Spellcraft 5

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
No items
400 sp

Room 9:


This room is adecuately lit. Close to you there's a pouch of tobacco.

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
120 gp

Room 10:


This room is shrouded in magical darkness. Your nostrils are flooded by an indescribable stench.
There's a wooden door to the east.

NPCs (1)

Male Githzerai Ftr1: CR 2 (ECL 3); HD 1d10; hp 11; Init +5; AC 15 (touch 15, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 5, Will 2; STR: 17 (3), DEX: 21 (5), CON: 12 (1), INT: 9 (-1), WIS: 14 (2), CHA: 14 (2)
Feats: Stealthy, Alertness
Skills: Concentration 2, Diplomacy 3, Hide 7, Listen 4, Move Silently 7, Ride 6, Spot 4, Handle Animal 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC)

Suggested armor: Half-plate (+7AC, 600gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
Masterwork Light wooden shield {worth 153 gp}
No items
200 sp

Room 11:


This room is lightless and you are surrounded by a stagnant smell. Close to the northern wall there's a piece of broken mirror. Close to you there's a hair pin.
There's a wooden door to the east.
There's a wooden door to the south.
There's an iron door to the south.

NPCs (1)

Female Duergar Wiz1: CR 2 (ECL 2); HD 1d4; hp 7; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 3, Ref 0, Will 1; STR: 9 (-1), DEX: 11 (0), CON: 17 (3), INT: 14 (2), WIS: 9 (-1), CHA: 8 (-1)
Feats: Persuasive
Skills: Appraise 3, Bluff 2, Diplomacy 1, Heal 0, Hide 1, Intimidate 3, Jump 0, Listen 0, Ride 3, Spot 0, Survival 0, Use Rope 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
80 gp

Room 12:


This room is lightless. Near the northern wall you find a broken vial.
There's an iron 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
No mundane items
No items
2000 cp

Room 13:


This room is magically lit and your nostrils are flooded by a rotten smell. Close to the northeastern corner there's a scorch mark on the floor.
There are 2 wooden doors to the north.

NPCs (1)

Ithryneglain Female Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 4, Will 3; STR: 14 (2), DEX: 18 (4), CON: 10 (0), INT: 13 (1), WIS: 13 (1), CHA: 12 (1)
Feats: Toughness
Skills: Appraise 2, Diplomacy 3, Gather Information 3, Intimidate 2, Jump 3, Listen 2, Ride 5, Sense Motive 2, Spot 2, Spellcraft 2

Special Qualities: Immunities: sleep; Low-light vision; Turn or rebuke undead

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

Treasure

No goods
Masterwork Javelin {worth 301 gp}
No items
140 gp

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