Simple Dungeon

This dungeon is designed for a fourth to fifth level group of adventurers. It’s perfect to throw into a campaign if your players take a turn that you were not expecting. If there is a plot currently in motion you could easily make this a small outpost of the main villain, and the guardians could easily be wearing symbols showing their loyalty to him. The monsters in here are written to be fairly generic, so that they could fit into any campaign setting. All non-magical weapons and armor are probably worse quality than the PCs, and are likely to break within a few days.
Key
O: The players come across a small, crumbling stone structure. By all outward appearances it seems abandoned, except that there is a small chimney expelling smoke. The door is unlocked, and leads into the south side of room A.
A: This ten foot wide, ten foot long room has been stripped of all decorations, leaving only plain, stone walls. Two hobgoblins stand on the north, holding greatswords. They attack the PCs on sight, charging them. These hobgoblins are both third level fighters (32 HP, +6 to hit, greatsword, 2d6+3 slashing, 19-20×2, AC 16) They both have standard treasure.
B: This room is fifty feet wide and forty feet long. A young white dragon sits in the center. This dragon acts as a guard dog and has been trained to attack any intruders on sight. The party should not have much of a problem dispatching it, but the battle undoubtedly alerts the rest of the residents of this dungeon to the adventurer’s presence. There are four stone doors in this room: the one to the south, which the PCs came through, one to the north, one to the west and one to the east. The door to the north is locked (DC 30 to open.) It is likely that the PCs will have to go in search of the key in order to go in that direction.
C: This room is twenty feet wide and twenty feet long. Inside there are supplies, grains, ale and a little wine. A medium sized earth elemental has been summoned into this room, to trap anyone who might try to steal these supplies. It lies in wait on the ground, and initially makes the floor seem like it is made of dirt. The elemental’s command is “Protect this room from all intruders. You may pursue outside this room, but harm none of your masters and return as soon as you have dispatched the threat.” The elemental resents its servitude and takes out its frustration on the PCs.
D: This hallway is thin, only five feet wide, but twenty feet long. A large, tattered flag sits on the east wall above the door. The hallway is not trapped and there are no guards inside.
E: This is a very luxurious sitting room, three large and comfortable chairs sit around a fireplace, within which is a roaring blaze. A fifth level human cleric (named Kakaron, actually the leader of this small outpost) (40 HP, +7 to hit, war hammer, 1d8+2 bludgeoning, x2 damage, AC 17) and two second level human fighters (18 HP, +4 to hit, longsword, 1d8+2 slashing, 19-20×2, AC 16) occupy this room, normally sitting in the chairs, but have prepared themselves for the PC’s attack. Unless there is a specific God Kakaron should be worshipping in your campaign, his domains are evil and destruction. Kakaron and his guards all have standard treasure, plus the war hammer Kakaron is using has a plus one enchantment. Kakaron also has the key to room F in his robe pocket.
F: This hallway is ten feet wide and twenty feet long. At the opposite end, guarding the door, are two third level human fighters (21 HP, +7 to hit (longbow), +4 to hit (dagger), 1d8 (longbow), x3 , 1d4+1 (dagger), 19-20×2, AC 15). The guards here have had their arrows at the ready since they heard the PCs and are ready to fire as soon as they enter the hallway. If possible, they both try to get another arrow off before switching to close-range. These guards both have quick draw, and drop their longbows as soon as they are engaged in close combat. They both have standard treasure.
G: This room is fifty-five feet wide and twenty-five feet long. This is the main barracks. There are five long, cheap tables inside with bowls of a white, nutritious paste on top of them. This room has twenty standard hobgoblins inside, ready to fight. They have standard treasure. There is a door to the west and to the east.
H: This room is ten feet wide and ten feet long. Inside is a treasure chest. The chest is not locked, but it is trapped. Opening it without disabling the trap (DC 20 disable device check) activates it, and a small needle is shot at whoever opened it (reflex save 17 to avoid.) If it hits, the victim takes 1d8 constitution damage. Inside is two hundred platinum pieces. If the trap was disabled, award experience as though it was a 3rd level encounter.
I: This enormous room is a hundred feet long and sixty feet wide. Inside is Kakaron’s newest “pet,” a huge-sized monstrous scorpion. Unfortunately, Kakaron has been unable to train this creature, and it immediately attacks anything that enters its prison, including the PCs. Kakaron found one use for the creature, guarding his most prized possessions. On the east wall of the room is a stone chest, reinforced so that the scorpion cannot damage it. There is no lock or trap on the chest, Kakaron was the only one the scorpion feared, and therefore he assumed that no one else could get into this room. Inside are two invisibility potions, two potions of cure moderate wounds, a resist energy 10 potion (fire) and a ring of blinking. If there is a plot item that you want the PCs to find, this would be a good place to introduce it.
