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 lit by a single torch.
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
90 gp

Room 2:


This room is lightless and you are surrounded by a burnt smell. Lying on the floor you see a chain.
There's a stone door to the east.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

Monsters (1)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

No goods
No mundane items
No items
150 gp

Room 3:


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

NPCs (1)

Female Duergar Sor1: CR 2 (ECL 2); HD 1d4; hp 4; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 0, Ref -2, Will 1; STR: 17 (3), DEX: 6 (-2), CON: 11 (0), INT: 13 (1), WIS: 9 (-1), CHA: 7 (-2)
Feats: Acrobatic
Skills: Bluff -1, Diplomacy -1, Disguise 0, Forgery 2, Hide 0, Jump 5, Move Silently -1, Ride 0, Spot 0, Swim 4, Tumble 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Summon familiar

Suggested armor: none

Treasure

No goods
Darkwood Shield {worth 257 gp}
No items
20 gp

Room 4:


This room is magically lit. Close to the center of the room you find a moldy parchment.
There are 2 wooden doors to the south.

NPCs (1)

Male Githyanki Pal1: CR 2 (ECL 3); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 2, Will 2; STR: 11 (0), DEX: 15 (2), CON: 13 (1), INT: 11 (0), WIS: 15 (2), CHA: 14 (2)
Feats: Investigator
Skills: Appraise 1, Diplomacy 3, Forgery 1, Gather Information 5, Heal 3, Sense Motive 3, Use Rope 3, Handle Animal 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
No mundane items
No items
110 gp

Room 5:


This room is lightless.
There are 2 stone doors to the west.

NPCs (1)

Female Githyanki Rgr1: CR 2 (ECL 3); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 4, Ref 2, Will 0; STR: 15 (2), DEX: 15 (2), CON: 15 (2), INT: 16 (3), WIS: 10 (0), CHA: 10 (0)
Feats: Nimble Fingers
Skills: Appraise 5, Bluff 1, Concentration 3, Diplomacy 1, Disguise 3, Escape Artist 3, Forgery 5, Heal 2, Intimidate 2, Listen 1, Move Silently 4, Search 4, Spot 1, Survival 3, Swim 3, Handle Animal 4, Disable Device 5, Open Lock 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
No mundane items
No items
2000 cp

Room 6:


This room is barely lit. You hear the sound of flowing water in the distance. In the southwestern corner you see a moldy parchment.
There's a wooden door to the east.

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).

NPCs (1)

Nymdax Female Drow Pal1: CR 2 (ECL 3); HD 1d10; hp 11; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 3, Ref 3, Will 1; STR: 9 (-1), DEX: 17 (3), CON: 12 (1), INT: 15 (2), WIS: 13 (1), CHA: 13 (1)
Feats: Persuasive
Skills: Appraise 3, Bluff 3, Climb 0, Forgery 3, Gather Information 2, Heal 3, Intimidate 3, Jump 2, Move Silently 4, Ride 4, Sense Motive 2, Spot 2, Swim 0, Use Rope 4, Handle Animal 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
100 gp

Room 7:


This room is very dark. You hear the faint sound of conversation, but can't quite place where it comes from. Close to the northwestern corner there's a small pile of rocks.
There's a wooden door to the east.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

Gaurmallluin Female Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 1, Will 4; STR: 13 (1), DEX: 12 (1), CON: 9 (-1), INT: 14 (2), WIS: 14 (2), CHA: 11 (0)
Feats: Shield Proficiency
Skills: Climb 2, Concentration 1, Escape Artist 2, Gather Information 1, Heal 4, Intimidate 3, Listen 5, Ride 2, Use Rope 2, Spellcraft 3

Special Qualities: Immunities: sleep; Low-light vision; Turn or rebuke undead

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

Treasure

No goods
No mundane items
No items
No coins

Room 8:


This room is shrouded in magical darkness. Your nostrils are flooded by a strange stench. Near the southwestern corner you see a patch of fungus.
There's a wooden door to the north.
There's a wooden door to the west.
There's a wooden door to the south.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

No goods
Chain shirt {worth 100 gp}
No items
80 gp

Room 9:


This room is adecuately lit. In the northwestern corner you see a pentagram drawn on the floor.
There's a stone door to the east.

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
Spyglass {worth 1000 gp}
No items
800 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