Level 1 Dungeon (15 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 Room #15 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair down #5 Stair up #0 Stair up #1

Room 1:


This room is barely lit. The air has a mild vile smell. Echoes of growling can be heard in the distance. Close to the northern wall there's a water puddle.
There's a wooden door to the west.

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

No goods
No mundane items
No items
100 gp

Room 2:


This room is well lit. The air has a strong woody smell.
There's a wooden door to the north.
There's a wooden door to the south.
There's a stone door to the south.

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).

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

No goods
No mundane items
No items
1000 cp

Room 3:


This room is barely lit. Near the northeastern corner you find some violet lichen.
There's a wooden door to the south.
There's a wooden door to the west.

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

aquamarine {worth 400 gp}
No mundane items
No items
No coins

Room 4:


This room is lit by a single torch. Near the eastern wall you find a blue stain on the floor.
There are 2 stone doors to the west.
There's a wooden door to the west.

Monsters (1)

Animal:Horse, Heavy: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, 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
Ring: Feather falling {worth 2200 gp}
40 gp

Room 5:


This room is lit by a single torch.
There's a stone door to the east.
There are 2 stone doors to the north.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

Monsters (1)

Animal:Snake, Medium-Size Viper: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Special Qualities: Scent;

Treasure

No goods
No mundane items
Remove fear (potion) {worth 50 gp}
4000 cp

Room 6:


This room is lightless. Your nostrils are flooded by a sour stench. In the distance you seem to perceive the sound of scurrying mice.
There are 2 wooden doors to the north.
There's a wooden door to the west.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

No goods
No mundane items
No items
No coins

Room 7:


This room is lightless and the air is dense. A distant sound of rattling chains can be heard. Near the center of the room there's a moldy parchment.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Kalanrynhrae Female Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 2, Ref 1, Will 1; STR: 9 (-1), DEX: 12 (1), CON: 10 (0), INT: 7 (-2), WIS: 12 (1), CHA: 13 (1)
Feats: Point Blank Shot
Skills: Appraise -1, Bluff 2, Gather Information 2, Jump 0, Listen 3, Spot 2, Handle Animal 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
No mundane items
No items
110 gp

Room 8:


This room is lightless. The air has a sweet smell. Close to the southern wall there's a burnt torch. You spot a bowl a few feet from you.
There's a wooden door to the east.
There's a stone door to the west.

Traps (1)

Rolling Rock Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

Monsters (1)

Dragon:White Dragon, Wyrmling: CR 1; HD 3d12+3 (22); Init +0 (Dex); AC 14 (+2 size, +2 natural); Atk: Bite +5 melee, 2 Claws +0 melee; Dmg: Bite 1d, claw 1d3+0; Special Atk: Breath weapon; AL Always chaotic evil; SV Fort 4 Ref 3 Will 3; STR 11, DEX 10, CON 13, INT 6, WIS 11, CHA 6;
Feats: Any 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

No goods
No mundane items
No items
150 gp

Room 9:


This room is well lit. The air is hazey. Near the southeastern corner you see a few small dead spiders.
There's a wooden door to the west.
There are 2 iron doors to the south.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

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

Room 10:


This room is adecuately lit. You hear the faint sound of dripping water, but can't quite place where it comes from.
There's a wooden door to the east.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

No goods
No mundane items
No items
1000 cp

Room 11:


This room is magically lit. Your nostrils are flooded by a funny stench. In the northeastern corner you find a pentagram drawn on the floor.
There's a wooden door to the south.

NPCs (1)

Female Ogre Mage Drd1: CR 9 (ECL 13); HD 6d8; hp 13; Init -4; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 7, Ref -4, Will 5; STR: 21 (5), DEX: 3 (-4), CON: 21 (5), INT: 15 (2), WIS: 17 (3), CHA: 22 (6)
Feats: Persuasive, Mounted Combat, Self-Sufficient
Skills: Appraise 5, Balance -2, Bluff 12, Climb 7, Concentration 8, Diplomacy 7, Escape Artist -2, Forgery 3, Gather Information 8, Heal 7, Hide -2, Intimidate 12, Jump 7, Listen 7, Move Silently -2, Ride -1, Search 4, Sense Motive 7, Survival 7, Swim 6, Use Rope -2, Handle Animal 10, Spellcraft 4

Special Qualities: Darkvision: 60ft; Regeneration: 5; Spell-like abilities (at will): Darkness, Invisibility; Spell-like abilities (1/day): Charm person (DC14), Cone of cold (DC18), Gaseous form, Polymorph, Sleep (DC14); 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
No coins

Room 12:


This room is adecuately lit. The air has a biting smell.
There are 2 wooden doors to the south.
There's a wooden door to the north.

NPCs (1)

Female Half-elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 3, Will 2; STR: 16 (3), DEX: 16 (3), CON: 11 (0), INT: 15 (2), WIS: 14 (2), CHA: 14 (2)
Feats: Martial Weapon Proficiency, Two-Weapon Fighting
Skills: Appraise 3, Balance 6, Concentration 1, Intimidate 4, Jump 4, Listen 3, Search 4, Sense Motive 4, Spot 3, Swim 4, Use Rope 4

Special Qualities: Low-light vision; Immunities: sleep

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

Treasure

No goods
No mundane items
No items
300 sp

Room 13:


This room is lit by an unknown glow. The air is dense.
There are 2 wooden doors to the east.
There's a wooden door to the north.

NPCs (1)

Female Human Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 2, Will 3; STR: 5 (-3), DEX: 14 (2), CON: 10 (0), INT: 13 (1), WIS: 17 (3), CHA: 17 (3)
Feats: Deft Hands, Armor Proficiency (light)
Skills: Appraise 2, Balance 3, Bluff 5, Heal 4, Intimidate 4, Jump -2, Ride 4, Search 4, Survival 5, Use Rope 5, Handle Animal 4, Sleight Of Hand 4

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
No mundane items
No items
No coins

Room 14:


This room is lit by a single torch and the air is stale. A distant sound of a campfire can be heard.
There's a wooden door to the south.
There's a wooden door to the north.
There's a wooden door to the west.

Monsters (1)

Ghoul:Lacedon: 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
No mundane items
No items
40 pp

Room 15:


This room is very dark and the air is stale. Close to the northern wall there's a white stain on the floor.
There's a wooden door to the north.

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)

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
110 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