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 up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4 Stair up #5 Stair up #6

Room 1:


This room is lightless and the air has a mild smoky smell. A distant sound of falling debris can be heard. In the northern wall you find a burnt torch. Lying on the floor you see a medallion.
There's a wooden door to the south.

NPCs (1)

Male Halfling Clr1: CR 1 (ECL 1); HD 1d8; hp 12; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 5; STR: 10 (0), DEX: 12 (1), CON: 13 (1), INT: 16 (3), WIS: 17 (3), CHA: 15 (2)
Feats: Toughness
Skills: Appraise 5, Bluff 3, Climb 1, Diplomacy 4, Disguise 4, Escape Artist 2, Forgery 4, Gather Information 3, Hide 2, Intimidate 4, Jump 1, Listen 4, Move Silently 2, Sense Motive 4, Spot 4, Use Rope 2

Special Qualities: Turn or rebuke undead

Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

No goods
No mundane items
No items
110 gp

Room 2:


This room is completely dark. The air is foggy.
There's a stone door to the west.
There's a wooden door to the east.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

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
500 sp

Room 3:


This room is well lit and your nostrils are flooded by a moldy stench. Close to the western wall you find a pentagram drawn on the floor.
There are 2 wooden doors to the west.
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 0; STR: 10 (0), DEX: 11 (0), CON: 13 (1), INT: 10 (0), WIS: 10 (0), CHA: 10 (0)
Feats: Improved Unarmed Strike
Skills: Appraise 1, Balance 2, Bluff 1, Climb 2, Diplomacy 1, Escape Artist 2, Forgery 1, Hide 1, Intimidate 1, Jump 1, Listen 1, Move Silently 1, Ride 2, Search 2, Spot 2, Swim 1, Use Rope 1, Disable Device 1, Open Lock 1, Decipher Script 1, Sleight Of Hand 2, Tumble 2, Use Magic Device 2

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

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

Treasure

No goods
No mundane items
No items
600 sp

Room 4:


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

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
3000 cp

Room 5:


This room is completely dark and the air has a strong noxious smell. Close to you there's an anklet.
There are 2 wooden doors to the west.
There's a wooden door to the north.

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)

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
300 sp

Room 6:


This room is adecuately lit. In the southeastern corner you find a blue stain on the floor.
There's a wooden door to the north.

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

No goods
No mundane items
No items
70 gp

Room 7:


This room is completely dark. In the northeastern corner there's a moldy parchment.
There are 2 wooden doors to the south.
There's a stone door to the south.

NPCs (1)

Female Human Rgr1: CR 1 (ECL 1); HD 1d10; hp 9; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 0, Will 0; STR: 10 (0), DEX: 11 (0), CON: 9 (-1), INT: 8 (-1), WIS: 10 (0), CHA: 14 (2)
Feats: Armor Proficiency (light), Endurance
Skills: Appraise 0, Bluff 3, Climb 2, Concentration 1, Disguise 4, Heal 1, Jump 1, Ride 2, Spot 2, Survival 1, Handle Animal 3

Special Qualities: 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
Thunderstones (1 stones, 30 gp each) {worth 30 gp}
No items
No coins

Room 8:


This room is barely lit and the air has a mild fruity smell. For an instant you hear the sound of clanging swords, but then it stops.
There's a wooden door to the south.

NPCs (1)

Female Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 11; Init +2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 5, Ref -2, Will 3; STR: 12 (1), DEX: 7 (-2), CON: 16 (3), INT: 12 (1), WIS: 13 (1), CHA: 13 (1)
Feats: Improved Initiative
Skills: Bluff 4, Concentration 4, Diplomacy 2, Disguise 2, Heal 2, Hide 1, Intimidate 2, Jump 2, Move Silently -1, Ride -1, Search 2, Sense Motive 2, Survival 2, Swim 3, Handle Animal 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
6000 cp

Room 9:


This room is magically lit. Your nostrils are flooded by a putrid stench.
There's a wooden door to the east.
There's a wooden door to the north.

NPCs (1)

Female Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 0, Will 2; STR: 6 (-2), DEX: 10 (0), CON: 15 (2), INT: 9 (-1), WIS: 10 (0), CHA: 11 (0)
Feats: Endurance
Skills: Bluff 1, Forgery 0, Move Silently 1, Spot 1

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

Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

No goods
No mundane items
No items
6000 cp

Room 10:


This room is completely dark. The air is stale. In the southern wall there's some pieces of smashed wood.
There's a stone door to the west.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
100 sp

Room 11:


This room is very dark. The air has a strange smell.
There's a wooden door to the west.
There's a wooden door to the south.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Brugould Male Orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init +1; AC 13 (touch 11, flat-footed 12, misc 2); Atk +0; SR 0; AL CE; SV Fort 3, Ref 3, Will 4; STR: 12 (1), DEX: 13 (1), CON: 13 (1), INT: 11 (0), WIS: 14 (2), CHA: 9 (-1)
Feats: Run, Endurance
Skills: Balance 2, Disguise 0, Escape Artist 2, Heal 3, Hide 2, Jump 3, Move Silently 3, Ride 2, Search 2, Sense Motive 3, Use Rope 2, Tumble 3

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

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

Treasure

No goods
Masterwork Greatsword {worth 350 gp}
No items
80 gp

Room 12:


This room is lightless. The air is dense.
There's an iron door to the west.
There's a stone door to the east.

NPCs (1)

Male Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 1, Will 3; STR: 17 (3), DEX: 13 (1), CON: 9 (-1), INT: 9 (-1), WIS: 9 (-1), CHA: 9 (-1)
Feats: Iron Will
Skills: Heal 0, Listen 0, Ride 2, Survival 0

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

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

Treasure

No goods
No mundane items
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