Five Room Dungeon

Five Room Dungeons are a type of adventure which includes a mythic story structure in the rooms. This includes Entrance (and guardian), Puzzle or rpg challenge, Trick or setback, Showdown or climax and Reward / Revelation / Plot Twist. There is a full description on Roleplaying Tips.

tools for - fantasy dungeon


the Solemn Vaults of Goldfoot


First Area. The entrance is a pyramid base . Multiple exits leading away. The real entrance is the only way deeper
Area 2. An rival or servant of the inhabitants willing to help them for the right price
Area 3. A group of creatures have made their lair at the entrance
Showdown. The enemy leader has unexpected magic power. A large summoning circle dominates the room. Halfway through the enemy leader begs for mercy
Finally. Bonus treasure is uncovered that leads elsewhere. a deed to some land.

the Maelstrom of Skulls


First Area. The entrance is a sliding chute. The entrance has an alarm and a dangerous trap
Area 2. A dangerous mechanism of moving parts that can be navigated with caution
Area 3. A creature has made their lair at the entrance
Showdown. The enemy leader has some weaknesses and there were clues to these in previous areas. There are many plants here. The enemy leader tries to stall the characters because reinforcements are on their way
Finally. Bonus treasure is uncovered that leads elsewhere. a deed to some land.

Fellmist Aerie


First Area. The entrance is over a rope bridge. The entrance has a physical challenge to overcome to gain entry
Area 2. A magical puzzle floor tiles
Area 3. A group of creatures have made their lair at the entrance
Showdown. The enemy leader has an unusual piece of equipment. There is a moving platform of some kind here. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. There is a dark revelation about a legend.

Hardforge Fissure


First Area. The entrance is at bottom of a lake. Appears unguarded but a hidden ambush awaits
Area 2. A magical puzzle that must be solved to avoid setting off an alarm
Area 3. Dangerous debris from a collapse covers a trap
Showdown. There are two enemy leaders here working in partnership. One flees or surrenders when the other falls. There is a large pool of water. The enemy leader recognises a character and tries to switch sides
Finally. The inhabitants were stopping a great evil from escaping.

the Halls of the Wonderful Warlock


First Area. The entrance is via a collapsed building. The entrance is only open periodically
Area 2. A temple or shrine here requires prayers to pass through
Area 3. Appears unguarded but a hidden ambush awaits
Showdown. The enemy leader has underlings attack while they look on from a suitable vantage point. A large summoning circle dominates the room. Halfway through the enemy leader tries to stall for time so they can escape
Finally. There is treasure to be had but it is dangerous to get because of a lava lake.

the Rift of Illusion


First Area. The entrance is a statue mouth. The entrance is easy for inhabitants to pass through but not others
Area 2. A mass of vermin or pests that retreat from something - maybe loud singing?
Area 3. Appears unguarded but a hidden ambush awaits
Showdown. The enemy has an unexpected pet. There is a bridge over something perilous. Before confrontation, a herald speaks for the enemy leader, conveying their wishes to the group
Finally. Find NPC prisoners, one of which is a shapeshifter.

the Lake of Secret Horrors


First Area. The entrance is a mineshaft concealed by foliage. The entrance has a physical challenge to overcome to gain entry
Area 2. An unhappy but powerful guardian gives hints to another way past it
Area 3. A mad NPC is trapped here. If they helped they provide vital information. And...A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. There are two enemy leaders here working in partnership. their life forces are linked. There is a bridge over something perilous. Afterwards prisoners are angry with the characters for some reason
Finally. A rival enters and tries to steal the reward.

the Thunderous Spire of Whitemeadow


First Area. The entrance is over a rope bridge. One or more sentries are on watch, part of a larger group off in a side chamber
Area 2. A creature has made their lair at the entrance
Area 3. There is a dangerous trap here. If triggered it also forewarns the Showdown challenge.
Showdown. The lair is trapped and the enemy leader can move around without setting traps off. A large summoning circle dominates the room. A minion demands to know what reason they have for attacking the enemy leader
Finally. They find out the enemy leader was important to the group in some way.

the Throne of Fort Finger


First Area. The entrance is a river entrance. The entrance is a temple who inhabitants are unwilling to let intruders through
Area 2. A magical puzzle that must be solved to take the easy route
Area 3. A dangerous group of inhabitants are here. Possibly forewarned of the PCs if they haven't been careful
Showdown. The enemy leader is weaker than expected and an underling is revealed as the big threat. A large fountain sits central to the area. The enemy leader tries to give a monologue before dealing with PCs
Finally. A captive that they rescue wasn't kidnapped but wanted to be here and is heartbroken.

the Throne of the White Smith


First Area. The entrance is a fey portal. There are multiple entrances and only one of them leads to the true dungeon
Area 2. A mad NPC is trapped here. If they helped they provide vital information
Area 3. A creature has made their lair at the entrance
Showdown. Shortly into the encounter the enemy leader retreats to a second, better prepared chamber. There is an open pit with a dangerous liquid within. The enemy leader starts off peaceful but becomes more and more angry as they talk
Finally. A prophecy comes true, just not in the way they expected.