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

Room 1:


This room is barely lit and the air has a strong nasty smell. Close to you there's a cornet.
There's a wooden door to the east.
There's an iron door to the north.
There's a wooden door to the south.

NPCs (1)

Male Ogre Rog1: CR 4 (ECL 7); HD 4d8+1d6; hp 9; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref 2, Will -2; STR: 18 (4), DEX: 10 (0), CON: 17 (3), INT: 13 (1), WIS: 7 (-2), CHA: 9 (-1)
Feats: Track, Athletic, Improved Shield Bash
Skills: Balance 1, Bluff 0, Climb 6, Concentration 4, Diplomacy 2, Forgery 2, Gather Information 3, Heal 1, Hide 1, Intimidate 3, Listen 0, Move Silently 1, Search 3, Sense Motive -1, Spot -1, Swim 8, Use Rope 3, Disable Device 2, Decipher Script 2, Sleight Of Hand 1, Use Magic Device 1

Special Qualities: Darkvision: 60ft; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
140 gp

Room 2:


This room is well lit. Near the southern wall there's a narrow crack on the floor.
There's an iron door to the north.

NPCs (1)

Male Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 1, Will 4; STR: 7 (-2), DEX: 12 (1), CON: 7 (-2), INT: 12 (1), WIS: 15 (2), CHA: 6 (-2)
Feats: Track
Skills: Appraise 4, Climb 0, Diplomacy -1, Escape Artist 2, Jump -1, Move Silently 2, Search 3, Spot 4, Survival 3, Swim 1, Use Rope 2, Spellcraft 3

Special Qualities: Low-light vision; Immunities: sleep; Animal companion; Nature sense; Wild empathy

Suggested armor: none

Treasure

No goods
No mundane items
No items
300 sp

Room 3:


This room is barely lit. Close to you there's a staff.
There's a stone door to the east.
There's a wooden door to the west.

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
200 sp

Room 4:


This room is shrouded in magical darkness and your nostrils are flooded by a floury stench. Close to the southwestern corner you see a piece of rotten rope.
There's a wooden door to the east.
There's a wooden door to the north.

Traps (1)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

NPCs (1)

Male Half-orc Sor1: CR 1 (ECL 1); HD 1d4; hp 3; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 2, Will 3; STR: 14 (2), DEX: 15 (2), CON: 9 (-1), INT: 14 (2), WIS: 12 (1), CHA: 11 (0)
Feats: Run
Skills: Balance 3, Bluff 1, Escape Artist 3, Forgery 5, Heal 2, Jump 4, Sense Motive 3, Survival 3, Swim 3, Use Rope 3, Spellcraft 3

Special Qualities: Darkvision: 60ft; Summon familiar

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

Treasure

No goods
Masterwork Waraxe, dwarven {worth 330 gp}
No items
700 sp

Room 5:


This room is well lit and the air is rare. Lying on the floor you see a bowl.
There's a wooden door to the east.

Monsters (1)

Pseudodragon: CR 1; HD 2d12+2 (15); Init +0; AC 18 (+2 size, +6 natural); Atk: Sting +4 melee, bite -1 melee; Dmg: Sting 1d3 and poison, bite 1; Special Atk: Poison; AL Always neutral good; SV Fort 4 Ref 3 Will 4; STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10;
Feats: Alertness
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5
Special Qualities: See invisibility, telepathy, immunities, SR 19;

Treasure

No goods
Masterwork Glaive {worth 308 gp}
No items
90 gp

Room 6:


This room is shrouded in magical darkness. Near the northern wall there's a broken vial.
There's a wooden door to the north.

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)

Elemental:Fire Elemental, Small: CR 1; HD 2d8 (9); Init +5 (+1 Dex, +4 Improved Initiative); AC 15 (+1 size, +1 Dex, +3 natural); Atk: Slam +3 melee; Dmg: Slam 1d4 and 1d4 fire; Special Atk: Burn; AL Usually neutral; SV Fort 0 Ref 4 Will 0; STR 10, DEX 13, CON 10, INT 4, WIS 11, CHA 11;
Feats: Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental, fire subtype;

Treasure

No goods
No mundane items
No items
3000 cp

Room 7:


This room is lit by a single torch. Your nostrils are flooded by a noxious stench.
There's a wooden door to the east.

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).

NPCs (1)

Female Githyanki Ftr1: CR 2 (ECL 3); HD 1d10; hp 13; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 5, Ref 3, Will -2; STR: 10 (0), DEX: 17 (3), CON: 16 (3), INT: 7 (-2), WIS: 7 (-2), CHA: 8 (-1)
Feats: Track, Dodge
Skills:

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
No mundane items
No items
No coins

Room 8:


This room is lightless. The air has a strong foul smell.
There's a wooden door to the south.
There's a wooden door to the east.
There's a wooden door to the west.

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
No items
500 sp

Room 9:


This room is adecuately lit. The air is stale.
There's a wooden door to the north.

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
No items
80 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