Level 1 Dungeon (9 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Stair down #0 Stair down #1 Stair up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4

Room 1:


This room is completely dark. Near the center of the room there's a red stain on the floor. Lying on the floor you see a quill pen case.
There's a wooden door to the west.

NPCs (1)

Male Duergar Wiz1: CR 2 (ECL 2); HD 1d4; hp 2; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort -2, Ref -2, Will 4; STR: 15 (2), DEX: 6 (-2), CON: 7 (-2), INT: 16 (3), WIS: 15 (2), CHA: 8 (-1)
Feats: Affinity
Skills: Balance -1, Bluff 0, Climb 3, Concentration 0, Disguise 0, Escape Artist -1, Forgery 4, Gather Information 1, Hide -1, Jump 4, Move Silently -1, Ride 1, Sense Motive 3, Spot 4, Survival 3, Use Rope -1, Handle Animal 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
90 gp

Room 2:


This room is lightless. The air is stale. You hear the sound of yawning in the distance. Near the western wall there's a burnt torch.
There's a wooden door to the west.

NPCs (1)

Male Githyanki Mnk1: CR 2 (ECL 3); HD 1d8; hp 9; Init +1; AC 12 (touch 11, flat-footed 11, misc 1); Atk +0; SR 6; AL NE; SV Fort 3, Ref 3, Will 3; STR: 7 (-2), DEX: 13 (1), CON: 13 (1), INT: 17 (3), WIS: 13 (1), CHA: 10 (0)
Feats: Affinity, Self-Sufficient
Skills: Balance 2, Bluff 2, Climb -1, Concentration 2, Disguise 2, Forgery 4, Gather Information 1, Heal 3, Hide 5, Intimidate 2, Jump 1, Ride 5, Search 4, Sense Motive 3, Spot 2, Survival 5, Swim 0, Handle Animal 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Disguise kit {worth 50 gp}
No items
90 gp

Room 3:


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

NPCs (1)

Ovggagi Female Orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +6; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 4, Ref 4, Will 1; STR: 15 (2), DEX: 14 (2), CON: 15 (2), INT: 10 (0), WIS: 9 (-1), CHA: 9 (-1)
Feats: Improved Initiative, Track
Skills: Balance 3, Climb 3, Diplomacy 1, Heal 0, Hide 3, Jump 3, Listen 0, Ride 3, Sense Motive 0, Spot 1, Survival 2, Use Rope 3

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
100 sp

Room 4:


This room is lightless.
There's a stone door to the north.
There are 2 wooden doors to the north.

NPCs (1)

Suuld Male Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 8; Init -2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 0, Ref -2, Will 1; STR: 20 (5), DEX: 6 (-2), CON: 6 (-2), INT: 8 (-1), WIS: 13 (1), CHA: 14 (2)
Feats: Stealthy
Skills: Disguise 3, Gather Information 3, Hide 0, Move Silently 0, Spot 3

Special Qualities: Darkvision: 60ft; Light sensitivity; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
5000 cp

Room 5:


This room is well lit. For an instant you hear the sound of a flute, but then it stops. Near the northern wall there's a scorch mark on the floor.
There's a wooden door to the east.
There's a stone door to the north.

NPCs (1)

Krung Male Orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref 1, Will -3; STR: 18 (4), DEX: 12 (1), CON: 12 (1), INT: 9 (-1), WIS: 4 (-3), CHA: 10 (0)
Feats: Armor Proficiency (light)
Skills: Balance 2, Diplomacy 1, Disguise 2, Forgery 0, Intimidate 2, Jump 5, Move Silently 2, Swim 5, Use Rope 2, Handle Animal 1

Special Qualities: Darkvision: 60ft; Light sensitivity; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
No mundane items
No items
No coins

Room 6:


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

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

No goods
Masterwork Sickle {worth 306 gp}
No items
No coins

Room 7:


This room is lightless. Close to the western wall there's a small salt circle spread on the floor.

NPCs (1)

Male Human Drd1: CR 1 (ECL 1); HD 1d8; hp 4; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -2, Ref 2, Will 5; STR: 16 (3), DEX: 14 (2), CON: 3 (-4), INT: 10 (0), WIS: 16 (3), CHA: 13 (1)
Feats: Negotiator, Affinity
Skills: Balance 3, Concentration -2, Diplomacy 3, Disguise 2, Gather Information 2, Heal 4, Hide 4, Intimidate 3, Move Silently 3, Ride 4, Search 1, Sense Motive 5, Spot 4, Survival 6, Use Rope 3, Handle Animal 3, Spellcraft 3

Special Qualities: Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Alchemist's fire (2 flasks, 20 gp each) {worth 40 gp}
No items
3000 cp

Room 8:


This room is well lit. You hear the sound of screeching metal in the distance.
There's a wooden door to the east.
There's an iron door to the north.

Monsters (1)

Sprite:Grig: CR 1; HD 1/2 d6+1 (2); Init +4 (Dex); AC 18 (+2 size, +4 Dex, +2 natural); Atk: Dagger +6 melee; or composite shortbow +6 ranged; Dmg: Dagger 1d4-3; or composite shortbow 1d4; Special Atk: Spell-like abilities, fiddle; AL Always neutral good; SV Fort 1 Ref 6 Will 3; STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14;
Feats: Dodge, Weapon Finesse (dagger)
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4
Special Qualities: SR 17;

Treasure

No goods
No mundane items
No items
No coins

Room 9:


This room is lightless. A distant sound of footsteps can be heard.
There's a wooden door to the east.
There's a stone door to the north.
There's a wooden door to the north.

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
150 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