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 down #3 Stair down #4 Stair up #0 Stair up #1

Room 1:


This room is very dark. The air has a mild acrid smell.
There are 2 wooden doors to the west.
There's a wooden door to the north.

NPCs (1)

Male Gnome Drd1: CR 1 (ECL 1); HD 1d8; hp 7; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 1, Will 3; STR: 11 (0), DEX: 12 (1), CON: 8 (-1), INT: 16 (3), WIS: 12 (1), CHA: 11 (0)
Feats: Shield Proficiency
Skills: Balance 3, Bluff 1, Climb 2, Concentration 0, Diplomacy 1, Disguise 3, Forgery 4, Gather Information 2, Heal 2, Intimidate 1, Jump 2, Move Silently 2, Search 4, Sense Motive 3, Survival 2, Swim 1, Use Rope 2, Handle Animal 3, Spellcraft 4

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
400 sp

Room 2:


This room is lightless and you are surrounded by a sulphur smell.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Female Dwarf Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 4; STR: 11 (0), DEX: 12 (1), CON: 14 (2), INT: 13 (1), WIS: 15 (2), CHA: 7 (-2)
Feats: Great Fortitude
Skills: Appraise 2, Climb 1, Concentration 3, Escape Artist 2, Forgery 3, Hide 2, Ride 3, Sense Motive 3, Spot 3, Survival 3

Special Qualities: Darkvision: 60ft; Summon familiar

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

Treasure

No goods
Half-plate {worth 600 gp}
No items
60 gp

Room 3:


This room is lit by a single torch. Echoes of footsteps can be heard in the distance.
There are 2 wooden doors to the west.

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
800 sp

Room 4:


This room is lightless. The air is shallow.
There's a wooden door to the south.
There's an iron door to the east.
There's a wooden door to the east.

NPCs (1)

OnodRondhaudh Female Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 4, Will 1; STR: 17 (3), DEX: 15 (2), CON: 10 (0), INT: 13 (1), WIS: 9 (-1), CHA: 12 (1)
Feats: Two-Weapon Fighting
Skills: Appraise 3, Climb 4, Diplomacy 2, Escape Artist 3, Gather Information 2, Hide 4, Intimidate 2, Listen 0, Move Silently 3, Ride 4, Search 2, Sense Motive 0, Spot 0, Survival 1, Decipher Script 2, Tumble 3

Special Qualities: Immunities: sleep; Low-light vision; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
No items
4000 cp

Room 5:


This room is lightless.
There's a stone door to the west.

NPCs (1)

Kruth Male Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref -1, Will -3; STR: 16 (3), DEX: 9 (-1), CON: 13 (1), INT: 11 (0), WIS: 4 (-3), CHA: 8 (-1)
Feats: Alertness
Skills: Balance 0, Climb 4, Concentration 3, Gather Information 0, Intimidate 0, Listen -1, Sense Motive -2, Spot -1, Survival -2

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

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
No mundane items
No items
400 sp

Room 6:


This room is very dark. You hear the sound of dripping water in the distance.
There's a wooden door to the east.
There's a wooden door to the north.

NPCs (1)

Male Duergar Clr1: CR 2 (ECL 2); HD 1d8; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 4, Ref 2, Will 3; STR: 10 (0), DEX: 15 (2), CON: 14 (2), INT: 9 (-1), WIS: 12 (1), CHA: 6 (-2)
Feats: Deft Hands
Skills: Climb 1, Hide 3, Spot 2, Swim 1, Use Rope 4, Sleight Of Hand 4

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
1000 cp

Room 7:


This room is well lit. The air has a putrid stench.
There's a stone door to the south.

NPCs (1)

Male Gnome Wiz1: CR 1 (ECL 1); HD 1d4; hp 8; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 4; STR: 12 (1), DEX: 16 (3), CON: 18 (4), INT: 9 (-1), WIS: 14 (2), CHA: 10 (0)
Feats: Dodge
Skills: Balance 4, Heal 3, Survival 3, Use Rope 4

Special Qualities: Low-light vision; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
Tower shield +1 {worth 1180 gp}
120 gp

Room 8:


This room is adecuately lit. The air has an earthy smell. Close to the southwestern corner you find a broken hourglass.
There's an iron door to the east.
There's a wooden door to the south.

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

No goods
Full plate {worth 1500 gp}
No items
400 sp

Room 9:


This room is completely dark. Your nostrils are flooded by a moldy stench. Near the northeastern corner you see a water puddle.
There's a stone door to the west.

Traps (2)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

Monsters (1)

Grimlock: CR 1; HD 2d8+2 (11); Init +1 (Dex); AC 15 (+1 Dex, +4 natural); Atk: Battleaxe +4 melee; Dmg: Battleaxe 1d8+3; Special Atk: Blindsight; AL Always neutral evil; SV Fort 1 Ref 4 Will 2; STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6;
Feats: Alertness
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Special Qualities: Immunities, scent;

Treasure

No goods
No mundane items
Shield of faith +2 (potion) {worth 50 gp}
100 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