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 up #0 Stair up #1

Room 1:


This room is well lit. Near the center of the room you find a pile of bones.
There's a wooden door to the south.
There's a stone door to the east.
There's a wooden door to the west.

NPCs (1)

Ghuggoev Female Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 0, Will 1; STR: 18 (4), DEX: 10 (0), CON: 12 (1), INT: 9 (-1), WIS: 8 (-1), CHA: 12 (1)
Feats: Athletic
Skills: Climb 6, Disguise 2, Escape Artist 1, Gather Information 2, Survival 0, Swim 6

Special Qualities: Darkvision: 60ft; Light sensitivity; Summon familiar

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

Treasure

Gold dragon comb with red garnet eye {worth 900 gp}
Lock, good {worth 80 gp}
No items
No coins

Room 2:


This room is lit by a single torch.
There's a stone door to the east.

Monsters (1)

Animal:Horse, Light: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee; Dmg: Hoof 1d4+1; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 13, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

No goods
No mundane items
Scroll: Remove Paralysis (Clr2), Zone of Truth (Clr2) (150 gp each) {worth 300 gp}
130 gp

Room 3:


This room is lightless. Your nostrils are flooded by a moldy stench. In the northeastern corner you see a broken hourglass.
There's a wooden door to the east.

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
90 gp

Room 4:


This room is completely dark. Near the center of the room you find a dozen broken vials.
There's a stone door to the west.

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

Monsters (1)

Ghoul:Ghoul: CR 1; HD 2d12 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; 2 claws +0 melee; Dmg: Bite 1d6+1 and paralysis; claw 1d3 and paralysis; Special Atk: Paralysis, create spawn; AL Always chaotic evil; SV Fort 0 Ref 2 Will 5; STR 13, DEX 15, CON , INT 13, WIS 14, CHA 16;
Feats: Multiattack, Weapon Finesse (bite)
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Special Qualities: Undead, +2 turn resistance;

Treasure

No goods
Masterwork Longbow, composite (+4 Str bonus) {worth 800 gp}
No items
100 gp

Room 5:


This room is shrouded in magical darkness. You hear the sound of burning torches in the distance. In the southern wall you see a needle.
There's a wooden door to the west.

NPCs (1)

Illiamnilee Male Drow Sor1: CR 2 (ECL 3); HD 1d4; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 2, Will 3; STR: 14 (2), DEX: 10 (0), CON: 15 (2), INT: 13 (1), WIS: 13 (1), CHA: 10 (0)
Feats: Lightning Reflexes
Skills: Appraise 2, Balance 2, Bluff 2, Climb 4, Hide 1, Jump 3, Move Silently 1, Ride 1, Survival 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Summon familiar

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

Treasure

No goods
Musical instrument, masterwork {worth 100 gp}
No items
50 gp

Room 6:


This room is shrouded in magical darkness. The air is foggy.
There's a wooden door to the east.

Traps (1)

Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).

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
800 sp

Room 7:


This room is barely lit and the air has a noxious stench.
There's an iron door to the north.
There's an iron door to the east.
There's a wooden door to the east.

NPCs (1)

Abathael Female Elf Sor1: CR 1 (ECL 1); HD 1d4; hp 3; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 0, Will 3; STR: 8 (-1), DEX: 11 (0), CON: 8 (-1), INT: 11 (0), WIS: 12 (1), CHA: 14 (2)
Feats: Affinity
Skills: Forgery 1, Hide 2, Jump 0, Ride 2, Search 1, Sense Motive 2, Spot 2, Spellcraft 1, Handle Animal 4

Special Qualities: Immunities: sleep; Low-light vision; Summon familiar

Suggested armor: none

Treasure

No goods
Masterwork Longbow, composite (+2 Str bonus) {worth 600 gp}
No items
110 gp

Room 8:


This room is lightless and the air has a damp smell.
There's a wooden door to the south.
There's a wooden door to the west.

Monsters (1)

Animal:Horse, Light: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee; Dmg: Hoof 1d4+1; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 13, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
90 gp

Room 9:


This room is very dark and the air has a strong foul smell.
There's a wooden door to the north.

NPCs (1)

Menel' glaur Female Elf Clr1: 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 4; STR: 12 (1), DEX: 13 (1), CON: 10 (0), INT: 16 (3), WIS: 15 (2), CHA: 15 (2)
Feats: Persuasive
Skills: Balance 2, Bluff 5, Climb 3, Diplomacy 5, Disguise 3, Gather Information 3, Intimidate 6, Jump 3, Listen 3, Sense Motive 5, Survival 3, Use Rope 2, Spellcraft 4

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

Suggested armor: none

Treasure

No goods
Half-plate {worth 600 gp}
No items
130 gp

Room 10:


This room is adecuately lit. Close to the eastern wall you find a small pile of rocks.
There's a wooden door to the north.
There's a wooden door to the south.

NPCs (1)

Male Gnome Rog1: CR 1 (ECL 1); HD 1d6; hp 7; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 3; STR: 9 (-1), DEX: 11 (0), CON: 12 (1), INT: 12 (1), WIS: 16 (3), CHA: 11 (0)
Feats: Persuasive
Skills: Appraise 4, Balance 1, Bluff 3, Climb 2, Concentration 2, Escape Artist 3, Forgery 3, Gather Information 2, Heal 4, Intimidate 2, Listen 6, Ride 2, Search 3, Sense Motive 4, Survival 4, Swim 2, Open Lock 2, Decipher Script 3, Sleight Of Hand 2, Use Magic Device 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Trap finding; Sneak attack +1d6

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

Treasure

No goods
Masterwork Shortbow, composite (+1 Str bonus) {worth 450 gp}
No items
100 gp

Room 11:


This room is lit by a single torch. You are surrounded by a nasty smell.
There's a wooden door to the west.
There's a wooden door to the east.
There's a wooden door to the north.

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

No goods
Everburning torch {worth 110 gp}
No items
No coins

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