TEXT: The Training Dungeon
  A tiny dungeon, designed to teach the basics
  of dungeon crawling to newbie players
  By Firby
  Have you ever known a player of pen and paper role
  playing games who have never experienced the wonders of
  dungeon crawling? I have. When they finally abandon their
  treks through the wilderness, when they are finally finished
  with their escapades in political intrigue in the big cities,
  when they have had their last bar room brawl, when they fi-
  nally go underground for the first time, their level 15+ charac-
  ters... die!
  They don’t search for the secret doors, they don’t
  check for traps, so they die. To help remedy this situation, I
  have designed a ‘training’ dungeon crawl.
  It is a teeny tiny
  dungeon, designed to teach the basics of dungeon crawling to
  total noobs, so they can stop getting pwned. The goal of this
  crawl is simple; Get the treasure! In this case, the treasure is
  located in the only treasure chest in the dungeon and it is a
  Scroll of Achievement!
  The walls, floor, and ceiling of this dungeon are
  smooth masonry, and the ceilings are 10ft high. All the doors
  in this dungeon are solid oak, reinforced with metal (except
  one, which is made of stone), and they are all locked.
  Yes,
  every single door in this dungeon is locked. When smashing
  down the doors, the Feat of Strength roll is opposed by 1d20p
  + 1d6p (except the stone door). To locate secret doors, identi-
  fy traps, or disarm traps, in all cases, roll an opposed check vs
  1d100p +1d20p. Remember that all thieves get a free and au-
  tomatic (not opposed) scrutiny check when they enter any
  room. If successful, they notice any secret doors in the room.
  1
  There is a pit trap in this room. It is 20ft deep (3d6p
  damage), and there is a secret door at the bottom of the pit
  trap, on the east wall. The pit trap will open if two or more
  PC’s step on it at once.
  2
  The stone double door has two key holes in it. It is in-
  credibly hard to bash down (opposed feat of strength, vs 1d20
  + 20). Likewise, it is incredibly hard to pick the lock (opposed
  lock pick vs 1d100 + 100). The two keys to the door are
  around the necks of the skeletons in rooms 3 and 4.
  There is a pit trap directly in front of the double door.
  It is 10ft deep (1d6p-1 damage, with a minimum of 1). It will
  open if any one tampers with the double door.
  3
  The coffin is locked and trapped.
  Any PC who tam-
  pers with it will release a cloud of poison gas in the room.
  Any one in the room suffers poison (this poison works exactly
  the same as if the PC was bitten by a giant centipede).
  Inside the coffin is a skeleton, with a key around its
  neck on a leather thong.
  The skeleton has a medium shield
  and a longsword lying on its breast. It animates and attacks if
  anyone tampers with it.
  4
  The coffin is locked and trapped.
  Any PC who tam-
  pers with it will release bursts of flame from the hundreds of
  holes in the walls.
  The flames last 2 seconds and do 1d6p
  damage per second, ignoring DR.
  Inside the coffin is a skeleton, with a key around its
  neck on a leather thong.
  The skeleton has a medium shield
  and a longsword lying on its breast. It animates and attacks if
  anyone tampers with it.
  5
  There are two pit traps along this passageway. Both
  of them are 10ft deep (1d6p-1 damage, with a minimum of 1)
  and open up in only one PC stands on them.
  There is a secret door at the dead end.
  6
  The treasure chest is locked and trapped.
  Anyone
  who tampers with it will be victim to a poisoned dart. The ef-
  fects of the poison are exactly the same as a giant centipede
  bite. The chest contains a scroll case, with a rolled up scroll in
  it. It is the Scroll of Accomplishment! “Congratulations! You
  have completed the... blah... blah...”
  The stone steps lead down into a cold, dank room,
  devoid of furnishings. The room is 20ft wide, and 30ft long. It
  is completely, and totally empty.
  This room is 30ft by 30ft.
  There is a large double
  door directly opposite you, made of stone, and two other
  doors, wooden ones, reinforced with iron. One is in the north
  wall, and one in the south.
  This 20ft by 20ft room has no other exits that you can
  see. A large stone coffin sits in the center of the room.
  This 20ft by 20ft room has no other exits that you can
  see. You can see hundreds of tiny holes in the walls. A large
  stone coffin sits in the center of the room.
  A 10ft wide passageway extends 40ft to the east, then
  ends in a dead end.
  This 20ft by 20ft room has no other exits that you can
  see. A large treasure chest sits in the center of the room.
  
  PC Experience Awards
  Defeat pit trap in room 1 (200ep)
  Find secret door in room 1 (10ep)
  Defeat pit trap in room 2 (10ep)
  Defeat poison cloud trap in room 3 (67ep)
  Defeat skeleton in room 3 (34ep)
  Defeat fire trap in room 4 (133ep)
  Defeat skeleton in room 4 (34ep)
  Open door to room 5 (10ep)
  Defeat 1st pit trap in room 5 (67ep)
  Defeat 2nd pit trap in room 5 (67ep)
  Find secret door to room 6 (10ep)
  Defeat poison dart trap in room 6 (67ep)
  Find Scroll of Accomplishment (100ep)
  Please note that these experience point values for traps
  are based on the damage that the trap itself does to the
  PC, as pointed out in the charts in the GM section of the
  HMB free book. Experience is only awarded to the PC’s
  if they defeat the trap, that is, if they locate and disarm
  it, avoid it, or get around it somehow.
  Hit Point Trackers
  Room 3 Skeleton: □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□
  Room 4 Skeleton: □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□
  
SOURCE: textdata/thevault/Hackmaster/HackMaster 5e/HackMaster 5e Adventures & Settings/HackMaster 5e Training Dungeon.pdf