Level 1 Dungeon (14 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 Room #14 Stair down #0 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is barely lit.
There's a stone door to the south.
There's a wooden door to the south.
There's an iron door to the east.

NPCs (1)

Female Githzerai Sor1: CR 2 (ECL 3); HD 1d4; hp 8; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 4, Will 3; STR: 13 (1), DEX: 18 (4), CON: 12 (1), INT: 10 (0), WIS: 13 (1), CHA: 6 (-2)
Feats: Toughness
Skills: Balance 5, Disguise -1, Intimidate -1, Jump 2, Listen 2, Search 1, Survival 2, Swim 2

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
700 sp

Room 2:


This room is lit by a single torch. Near the western wall you see a piece of rotten rope.
There's a wooden door to the west.
There's a wooden door to the east.

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
80 gp

Room 3:


This room is barely lit. The air is rare. For an instant you hear the sound of clinging coins, but then it stops. Near the southeastern corner you find a few small dead spiders.
There's a wooden door to the south.
There's an iron door to the south.

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

Cloth of gold vestments {worth 120 gp}
No mundane items
No items
5000 cp

Room 4:


This room is lightless and you are surrounded by a bitter smell.
There's a stone door to the west.
There's an iron door to the west.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

NPCs (1)

Male Half-elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref -1, Will -1; STR: 13 (1), DEX: 9 (-1), CON: 9 (-1), INT: 10 (0), WIS: 8 (-1), CHA: 9 (-1)
Feats: Armor Proficiency (light)
Skills: Appraise 2, Balance 0, Bluff 0, Diplomacy 0, Forgery 3, Hide 0, Listen 0, Move Silently 0, Ride 1, Spot 0, Swim 3

Special Qualities: Low-light vision; Immunities: sleep; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
Masterwork Kama {worth 302 gp}
No items
700 sp

Room 5:


This room is barely lit.
There are 2 wooden doors to the south.
There's a stone door to the east.

NPCs (1)

Amonmédorthin Female Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 7; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort -1, Ref 3, Will 3; STR: 12 (1), DEX: 17 (3), CON: 4 (-3), INT: 17 (3), WIS: 17 (3), CHA: 13 (1)
Feats: Alertness, Weapon Finesse
Skills: Bluff 2, Climb 3, Concentration -2, Escape Artist 4, Forgery 4, Gather Information 3, Heal 4, Intimidate 3, Listen 5, Move Silently 4, Ride 4, Search 4, Spot 8, Swim 3, Use Rope 4

Special Qualities: Immunities: sleep; Low-light vision

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

Treasure

No goods
No mundane items
No items
90 gp

Room 6:


This room is completely dark. The air is rare. In the southeastern corner you find a loose floor tile.

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 4; STR: 15 (2), DEX: 20 (5), CON: 12 (1), INT: 9 (-1), WIS: 19 (4), CHA: 11 (0)
Feats: Improved Shield Bash, Nimble Fingers
Skills: Appraise 0, Climb 3, Gather Information 1, Search 0, Disable Device 1, Open Lock 7

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

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
No mundane items
Scroll: Mending (Sor/Wis0), Arcane Mark (Sor/Wis0) (12 gp, 5 sp each) {worth 25 gp}
60 gp

Room 7:


This room is lightless and the air has a sweet smell.
There's a wooden door to the east.

Traps (1)

Swinging Block Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 20; Disable Device DC 20; Cost: 500 gp; Atk +5 melee (4d6, stone block).

NPCs (1)

Male Halfling Clr1: CR 1 (ECL 1); HD 1d8; hp 9; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 4; STR: 15 (2), DEX: 13 (1), CON: 12 (1), INT: 14 (2), WIS: 15 (2), CHA: 9 (-1)
Feats: Acrobatic
Skills: Appraise 3, Bluff 0, Climb 3, Concentration 2, Diplomacy 0, Disguise 0, Escape Artist 2, Forgery 4, Gather Information 0, Jump 4, Sense Motive 3, Survival 5, Swim 3, Spellcraft 3, Tumble 3

Special Qualities: 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
70 gp

Room 8:


This room is completely dark. In the distance you seem to perceive the sound of flowing water.
There's a wooden door to the east.
There's a wooden door to the west.

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
110 gp

Room 9:


This room is adecuately lit. In the northwestern corner there's a broken tile on the floor.
There's a wooden door to the east.
There's a wooden door to the north.
There's a stone 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
140 gp

Room 10:


This room is magically lit and the air has a sweet smell. In the center of the room there's a few small dead spiders. Lying on the floor you see a pendant.
There's a stone door to the north.

NPCs (1)

Kibur Male Dwarf Drd1: CR 1 (ECL 1); HD 1d8; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref 2, Will 4; STR: 14 (2), DEX: 14 (2), CON: 16 (3), INT: 11 (0), WIS: 15 (2), CHA: 9 (-1)
Feats: Dodge
Skills: Appraise 2, Climb 3, Concentration 6, Disguise 0, Escape Artist 3, Jump 3, Listen 5, Move Silently 3, Search 1, Spot 3, Survival 3

Special Qualities: Darkvision: 60ft; 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
110 gp

Room 11:


This room is completely dark. You are surrounded by a stagnant smell. In the southeastern corner you find a green stain on the floor.
There's a wooden door to the south.
There's a wooden door to the north.

NPCs (1)

Female Githzerai Clr1: CR 2 (ECL 3); HD 1d8; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 2, Will 5; STR: 16 (3), DEX: 14 (2), CON: 11 (0), INT: 15 (2), WIS: 17 (3), CHA: 15 (2)
Feats: Endurance
Skills: Climb 4, Concentration 1, Diplomacy 3, Escape Artist 4, Forgery 3, Heal 4, Intimidate 3, Listen 4, Ride 3, Spot 4, Survival 4, Swim 5, Use Rope 4

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

Suggested armor: none

Treasure

No goods
Masterwork Dagger, punching {worth 302 gp}
No items
130 gp

Room 12:


This room is well lit.
There's a wooden door to the south.
There's an iron door to the south.
There's a stone 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
No coins

Room 13:


This room is well lit. The air is hazey. Near the southeastern corner you find several paper scraps laying on the floor.
There's a wooden door to the north.
There's a stone door 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
Masterwork Sling {worth 300 gp}
No items
5000 cp

Room 14:


This room is barely lit.
There's a stone door to the west.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

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
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