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 down #2 Stair up #0 Stair up #1

Room 1:


This room is very dark and your nostrils are flooded by a reek stench. In the eastern wall you see a loose floor tile.
There's an iron door to the east.

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

Treasure

No goods
No mundane items
No items
50 gp

Room 2:


This room is completely dark.
There's a wooden door to the west.

NPCs (1)

Male Gnome Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will -1; STR: 9 (-1), DEX: 10 (0), CON: 12 (1), INT: 15 (2), WIS: 8 (-1), CHA: 12 (1)
Feats: Persuasive, Stealthy
Skills: Appraise 3, Bluff 3, Climb 0, Concentration 2, Diplomacy 2, Disguise 2, Hide 2, Intimidate 4, Listen 1, Move Silently 2, Ride 1, Search 3, Sense Motive 0, Spot 1, Survival 0, Use Rope 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
110 gp

Room 3:


This room is well lit. Your nostrils are flooded by a noxious smell.
There's a wooden door to the east.
There's a wooden door to the north.

Monsters (1)

Gnoll: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 natural, +4 scale, +2 large shield); Atk: Battleaxe +3 melee; or shortbow +1 ranged; Dmg: Battleaxe 1d8+2; or shortbow 1d6; Special Atk: ; AL Usually chaotic evil; SV Fort 4 Ref 0 Will 0; STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8;
Feats: Power Attack
Skills: Listen +3, Spot +3
Special Qualities: Darkvision 60 ft.;

Treasure

No goods
No mundane items
No items
No coins

Room 4:


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

Monsters (1)

Vermin:Monstrous Scorpion, Medium-Size: CR 1; HD 2d8+4 (13); Init +0; AC 14 (+4 natural); Atk: 2 claws +2 melee, sting -3 melee; Dmg: Claw 1d4+1, sting 1d4 and poison; Special Atk: Improved grab, squeeze, poison; AL Always neutral; SV Fort 5 Ref 0 Will 0; STR 13, DEX 10, CON 14, INT , WIS 10, CHA 2;
Feats:
Skills: Climb +8, Hide +8, Spot +7
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
70 gp

Room 5:


This room is very dark. You spot a harp a few feet from you.
There's an iron door to the west.
There's a wooden door to the west.
There's a stone door to the north.

NPCs (1)

Female Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 12; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 6, Ref 2, Will 2; STR: 7 (-2), DEX: 15 (2), CON: 18 (4), INT: 16 (3), WIS: 11 (0), CHA: 13 (1)
Feats: Persuasive
Skills: Balance 3, Bluff 3, Climb -1, Concentration 5, Diplomacy 2, Disguise 4, Gather Information 3, Hide 3, Intimidate 4, Jump -1, Listen 1, Move Silently 3, Survival 2, Swim 0, Spellcraft 5

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Turn or rebuke undead

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

Treasure

No goods
Magnifying glass {worth 100 gp}
No items
1000 cp

Room 6:


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

NPCs (1)

Female Half-orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 11; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref 1, Will -1; STR: 13 (1), DEX: 8 (-1), CON: 17 (3), INT: 6 (-2), WIS: 5 (-3), CHA: 9 (-1)
Feats: Run, Acrobatic
Skills: Disguise 0, Hide 0, Intimidate 0, Jump 4, Listen -2, Ride 0, Sense Motive -2, Survival -2, Tumble 1

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

Suggested armor: none

Treasure

Eyepatch with mock eye of sapphire and moonstone {worth 2000 gp}
No mundane items
No items
120 gp

Room 7:


This room is barely lit. In the center of the room you find an illegible engraving on the floor.
There's a wooden door to the west.

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

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 4; STR: 7 (-2), DEX: 14 (2), CON: 11 (0), INT: 14 (2), WIS: 14 (2), CHA: 8 (-1)
Feats: Endurance
Skills: Balance 3, Bluff 0, Concentration 2, Forgery 3, Hide 3, Move Silently 4, Ride 5, Search 4, Survival 3, Swim -1, Spellcraft 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 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
1000 cp

Room 8:


This room is lightless. In the southwestern corner there's a dozen broken vials.
There's a stone door to the south.
There are 2 wooden doors to the east.

Traps (1)

Wall Blade Trap: CR 1; mechanical; trigger: touch; reset: automatic; Search DC 22; Disable Device DC 22; Cost: 2,500 gp; hidden switch bypass (25), Atk +10 melee (2d4/x4, scythe).

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

Embroidered silk and velvet mantle with numerous moonstones {worth 1200 gp}
Alchemist's fire (1 flasks, 20 gp each) {worth 20 gp}
No items
6000 cp

Room 9:


This room is lit by a single torch.
There's a wooden door to the south.

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
Masterwork Hammer, light {worth 301 gp}
No items
100 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