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 Stair up #3

Room 1:


This room is lightless. Near the northeastern corner there's a broken tile on the floor.
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)

Sprite:Grig: CR 1; HD 1/2 d6+1 (2); Init +4 (Dex); AC 18 (+2 size, +4 Dex, +2 natural); Atk: Dagger +6 melee; or composite shortbow +6 ranged; Dmg: Dagger 1d4-3; or composite shortbow 1d4; Special Atk: Spell-like abilities, fiddle; AL Always neutral good; SV Fort 1 Ref 6 Will 3; STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14;
Feats: Dodge, Weapon Finesse (dagger)
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4
Special Qualities: SR 17;

Treasure

No goods
Full plate {worth 1500 gp}
No items
70 gp
0 cp
0 sp
0 pp

Room 2:


This room is lightless. Near the northwestern corner there's a needle.
There's a wooden door to the west.

NPCs (1)

Gugguth Male Orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 5, Will 2; STR: 19 (4), DEX: 16 (3), CON: 12 (1), INT: 8 (-1), WIS: 10 (0), CHA: 11 (0)
Feats: Lightning Reflexes
Skills: Hide 4, Intimidate 1, Search 0, Spot 1

Special Qualities: Darkvision: 60ft; Light sensitivity; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
Masterwork Waraxe, dwarven {worth 330 gp}
No items
60 gp
0 cp
0 sp
0 pp

Room 3:


This room is lightless.
There's an iron door to the south.
There's a wooden door to the north.

NPCs (1)

Shaduka Female Orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 14; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 6, Ref 2, Will 0; STR: 13 (1), DEX: 14 (2), CON: 18 (4), INT: 14 (2), WIS: 10 (0), CHA: 11 (0)
Feats: Deft Hands
Skills: Appraise 4, Bluff 1, Climb 3, Concentration 5, Diplomacy 1, Disguise 2, Escape Artist 4, Forgery 3, Gather Information 1, Hide 3, Jump 2, Move Silently 4, Ride 3, Sense Motive 3, Survival 2, Swim 2, Use Rope 4, Sleight Of Hand 4

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
70 gp
0 cp
0 sp
0 pp

Room 4:


This room is completely dark. The air is thin. Echoes of rattling chains can be heard in the distance.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Male Half-elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 1; STR: 14 (2), DEX: 15 (2), CON: 12 (1), INT: 14 (2), WIS: 9 (-1), CHA: 18 (4)
Feats: Dodge
Skills: Appraise 5, Balance 3, Bluff 5, Concentration 2, Diplomacy 5, Escape Artist 3, Heal 0, Hide 3, Intimidate 5, Listen 0, Ride 4, Search 3, Sense Motive 0

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

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

Treasure

No goods
No mundane items
No items
80 gp
0 cp
0 sp
0 pp

Room 5:


This room is well lit.
There are 2 wooden doors to the south.
There's an iron door to the south.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 6:


This room is well lit. Your nostrils are flooded by a burnt stench. Near the center of the room you find a moldy parchment.
There's a wooden door to the south.
There's a stone door to the south.
There's a wooden door to the north.

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

No goods
No mundane items
No items
70 gp
0 cp
0 sp
0 pp

Room 7:


This room is lightless. Close to the northern wall you see some mold forming a strange pattern. Lying on the floor you see a statuette.
There's a wooden door to the east.
There's a wooden door to the west.
There's a stone door to the north.

Monsters (1)

Ghoul:Lacedon: CR 1; HD 2d12 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; 2 claws +0 melee; Dmg: Bite 1d6+1 and paralysis; claw 1d3 and paralysis; Special Atk: Paralysis, create spawn; AL Always chaotic evil; SV Fort 0 Ref 2 Will 5; STR 13, DEX 15, CON , INT 13, WIS 14, CHA 16;
Feats: Multiattack, Weapon Finesse (bite)
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Special Qualities: Undead, +2 turn resistance;

Treasure

finely wrought small gold bracelet {worth 10 gp}
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 8:


This room is barely lit. Your nostrils are flooded by a fruity smell. In the southern wall you find a narrow crack on the ceiling.
There's an iron door to the south.

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
Masterwork Ranseur {worth 310 gp}
No items
500 sp
0 cp
0 gp
0 pp

Room 9:


This room is very dark.
There are 2 wooden doors to the south.
There's a wooden door to the east.

NPCs (1)

Female Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref 1, Will 3; STR: 16 (3), DEX: 13 (1), CON: 14 (2), INT: 11 (0), WIS: 13 (1), CHA: 17 (3)
Feats: Armor Proficiency (light)
Skills: Balance 2, Bluff 5, Gather Information 4, Heal 2, Intimidate 4, Listen 2, Move Silently 3, Ride 2, Search 1, Spot 2, Survival 2, Use Rope 2, Handle Animal 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
No items
120 gp
0 cp
0 sp
0 pp

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