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)

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
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)

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
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)

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)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

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)

Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).

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)

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
500 sp

Room 9:


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

Monsters (1)

Animal:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
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