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 up #0 Stair up #1 Stair up #2

Room 1:


This room is well lit. The air has a strong fresh smell. Close to the northeastern corner you find a scorch mark on the floor.
There's a stone door to the east.
There's an iron door to the west.
There's a wooden door to the north.

Monsters (1)

Animal:Horse, Heavy: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, 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
700 sp

Room 2:


This room is lit by a single torch. In the southeastern corner you find some violet lichen.
There are 2 wooden doors to the south.
There's a stone door to the north.

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
No mundane items
No items
90 gp

Room 3:


This room is lit by an unknown glow and your nostrils are flooded by a vile stench. In the distance you seem to perceive the sound of scurrying mice. Close to the northern wall there's a scorch mark on the ceiling.
There's a wooden door to the south.
There's a stone door to the west.
There's a wooden door to the east.

NPCs (1)

Male Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 0, Will 2; STR: 16 (3), DEX: 11 (0), CON: 10 (0), INT: 9 (-1), WIS: 10 (0), CHA: 9 (-1)
Feats: Great Fortitude
Skills: Appraise 0, Balance 1, Concentration 1, Escape Artist 1, Forgery 0, Heal 1, Hide 1, Intimidate 0, Listen 1, Spot 1, Survival 1, Use Rope 1

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

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

Treasure

No goods
No mundane items
No items
100 gp

Room 4:


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

NPCs (1)

Male Githyanki Bbn1: CR 2 (ECL 3); HD 1d12; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 1, Will -1; STR: 12 (1), DEX: 12 (1), CON: 13 (1), INT: 12 (1), WIS: 9 (-1), CHA: 10 (0)
Feats: Weapon Finesse
Skills: Appraise 2, Balance 2, Climb 3, Diplomacy 1, Disguise 1, Gather Information 2, Hide 2, Move Silently 2, Ride 2, Search 2, Spot 0, Swim 5, Use Rope 3, Handle Animal 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

fire opal pendant on a fine gold chain {worth 700 gp}
No mundane items
No items
120 gp

Room 5:


This room is magically lit and the air has a woody stench.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

Bamuga Female Orc Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 4, Ref 2, Will 0; STR: 19 (4), DEX: 14 (2), CON: 15 (2), INT: 8 (-1), WIS: 6 (-2), CHA: 13 (1)
Feats: Run
Skills: Balance 3, Disguise 2, Intimidate 2, Jump 5

Special Qualities: Darkvision: 60ft; Light sensitivity; Turn or rebuke undead

Suggested armor: none

Treasure

No goods
No mundane items
No items
90 gp

Room 6:


This room is adecuately lit. The air has an indescribable stench. Close to the southeastern corner you find a yellow stain on the floor.
There's a stone door to the west.
There's an iron door to the south.

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
50 gp

Room 7:


This room is completely dark. The air has a mild fruity smell.
There's a wooden door to the east.

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

No goods
No mundane items
No items
No coins

Room 8:


This room is adecuately lit and your nostrils are flooded by a sweaty smell.
There's a wooden door to the west.

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)

Male Half-orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref -1, Will 2; STR: 18 (4), DEX: 8 (-1), CON: 13 (1), INT: 14 (2), WIS: 15 (2), CHA: 12 (1)
Feats: Negotiator, Quick Draw
Skills: Appraise 4, Balance 1, Bluff 2, Climb 5, Concentration 2, Diplomacy 3, Gather Information 2, Heal 3, Hide 0, Ride 2, Search 3, Sense Motive 4, Spot 3, Use Rope 0

Special Qualities: Darkvision: 60ft

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

Treasure

No goods
No mundane items
No items
80 gp

Room 9:


This room is lit by a single torch. In the distance you seem to perceive the sound of a campfire.
There's a stone door to the west.

NPCs (1)

Freun Male Dwarf Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 0, Will 5; STR: 10 (0), DEX: 10 (0), CON: 13 (1), INT: 9 (-1), WIS: 16 (3), CHA: 14 (2)
Feats: Magical Aptitude
Skills: Climb 2, Concentration 2, Disguise 3, Jump 1, Move Silently 1, Ride 1, Search 0, Spot 4, Survival 4, Use Rope 1, Spellcraft 2, Use Magic Device 4

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
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