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 Stair up #2 Stair up #3 Stair up #4 Stair up #5 Stair up #6

Room 1:


This room is lightless. For an instant you hear the sound of a gust of wind, but then it stops. Lying on the floor you see a scroll tube.
There's a wooden 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
130 gp

Room 2:


This room is well lit.
There are 3 wooden doors to the west.

NPCs (1)

Female Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 2; STR: 13 (1), DEX: 15 (2), CON: 14 (2), INT: 12 (1), WIS: 15 (2), CHA: 9 (-1)
Feats: Alertness
Skills: Appraise 2, Balance 3, Bluff 0, Climb 2, Concentration 3, Forgery 2, Listen 4, Move Silently 4, Ride 4, Spot 5, Survival 3

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

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
No mundane items
No items
130 gp

Room 3:


This room is lit by a single torch. Close to the western wall there's a red stain on the floor. Close to you there's a harp.
There's a stone door to the south.
There's a wooden door to the east.

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Female Human Brd1: CR 1 (ECL 1); HD 1d6; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 5, Will 1; STR: 17 (3), DEX: 16 (3), CON: 15 (2), INT: 17 (3), WIS: 9 (-1), CHA: 15 (2)
Feats: Great Fortitude, Improved Unarmed Strike
Skills: Bluff 3, Climb 5, Diplomacy 4, Disguise 3, Escape Artist 5, Forgery 5, Gather Information 3, Heal 1, Hide 4, Intimidate 5, Search 4, Sense Motive 0, Spot 2, Survival 0, Use Rope 5, Decipher Script 4, Tumble 5, Use Magic Device 6

Special Qualities: Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

red spinel {worth 360 gp}
No mundane items
No items
500 sp

Room 4:


This room is magically lit. Echoes of a gust of wind can be heard in the distance. Lying on the floor you see an earring.
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).

NPCs (1)

Male Half-orc Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init -2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref -2, Will -1; STR: 10 (0), DEX: 6 (-2), CON: 14 (2), INT: 13 (1), WIS: 9 (-1), CHA: 16 (3)
Feats: Alertness
Skills: Appraise 2, Balance -1, Climb 1, Disguise 4, Heal 1, Listen 1, Move Silently 0, Search 2, Spot 1, Survival 2

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

Suggested armor: Breast plate (+5AC, 200gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
Lock, good {worth 80 gp}
No items
5000 cp

Room 5:


This room is completely dark. Your nostrils are flooded by a damp stench. A faint sound of yawning can be heard from here.
There's a stone door to the west.

NPCs (1)

Female Human Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 0, Will -1; STR: 13 (1), DEX: 11 (0), CON: 11 (0), INT: 13 (1), WIS: 5 (-3), CHA: 13 (1)
Feats: Deft Hands, Alertness
Skills: Appraise 2, Balance 1, Concentration 1, Diplomacy 2, Disguise 3, Forgery 2, Heal -2, Hide 1, Intimidate 2, Jump 3, Listen 0, Sense Motive -2, Spot -1, Survival -2, Use Rope 3, Sleight Of Hand 2

Special Qualities: Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
130 gp

Room 6:


This room is magically lit.
There's a stone door to the north.

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
No coins

Room 7:


This room is lightless. In the eastern wall you see a small salt circle spread on the floor.
There's a wooden door to the south.

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

violet garnet {worth 800 gp}
No mundane items
No items
No coins

Room 8:


This room is magically lit. In the southwestern corner there's a small pile of rocks.
There's a wooden door to the north.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

carved bone or ivory statuette {worth 10 gp}
Holy water (2 flasks, 25 gp each) {worth 50 gp}
No items
300 sp

Room 9:


This room is lightless. Your nostrils are flooded by a sulphur stench. Echoes of falling debris can be heard in the distance.
There's a wooden door to the south.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

Monsters (1)

Animal:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

Treasure

No goods
No mundane items
No items
700 sp

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