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


Earthwood Garden


First Area. The entrance is via a collapsed building. The entrance has an alarm and a dangerous trap
Area 2. A temple or shrine here requires a sacrifice to pass through
Area 3. A group of guardians guard the entrance
Showdown. There are two enemy leaders here working in partnership. They are lovers. There is an altar to a dark power. The enemy leader recognises a character and tries to switch sides
Finally. There is treasure to be had but it is dangerous to get because of a cavern of noxious fungi.

Deepmeet Beacon


First Area. The entrance is a building. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Area 2. An rival or servant of the inhabitants willing to help them for the right price
Area 3. A dangerous group of inhabitants are here. Possibly forewarned of the PCs if they haven't been careful
Showdown. There are two enemy leaders here working in partnership. They are lovers. A dangerous pet lives here in a fancy lair. The enemy leader gives some final words before leaving
Finally. A divine creature comes to talk to them in some way.

the Crypt of Chaos


First Area. The entrance is a mausoleum. One or more sentries are on watch, part of a larger group off in a side chamber
Area 2. A group of guardians guard the entrance
Area 3. A complex mechanism of moving sections that blocks their path. And...An NPC they know but not expected here betraying PCs. And...There is a dangerous trap here. If triggered it also forewarns the Showdown challenge.
Showdown. The enemy leader is weaker than expected and an underling is revealed as the big threat. There is a bridge over something perilous. Before confrontation, a herald speaks for the enemy leader, conveying their wishes to the group
Finally. The inhabitants were stopping a great evil from escaping.

the Realm of the Furious Triad


First Area. The entrance is an ancient door carved with warnings. The entrance has an alarm and a magical ward
Area 2. A magical puzzle that must be solved to avoid setting off an alarm
Area 3. One or more sentries are on watch, part of a larger group off in a side chamber
Showdown. The enemy leader has some weaknesses and there were clues to these in previous areas. A dangerous pet lives here in a fancy lair. The enemy leader recognises a character and tries to switch sides
Finally. A rival enters and tries to steal the reward.

the Volatile Vaults of Serpenttree


First Area. The entrance is a pool of water. A group of guardians about to be relieved by others
Area 2. A hallway of coloured portals with an old riddle telling them which way to go
Area 3. There is an item that can help in the Showdown but it is broken
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. A large cage or mechanical device dominates one corner. Afterwards the enemy leader returns as a vision and swears vengeance
Finally. Quest was a trick, a villain was helped by the group's quest.

the Secret Lake of Slaughter


First Area. The entrance is at the base of a giant tree. The entrance is guarded by one or more creatures
Area 2. A creature which can give password required for easy entry further on
Area 3. Dangerous debris from a collapse covers a trap
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. There is an open pit with nasties within. Before confrontation, a herald speaks for the enemy leader, conveying their wishes to the group
Finally. There is another guardian in the treasure container.

The Resplendent Quarry


First Area. The entrance is an animal cave. A group of creatures have made their lair at the entrance
Area 2. A guardian creature with a riddle/challenge to solve to pass on
Area 3. Hostages or prisoners who demand/plead to be taken back immediately (for good reason)
Showdown. The enemy has an unusual pet. There is a moving platform of some kind here. The enemy leader gives some final words before dying
Finally. There is treasure to be had but it is dangerous to get because of an obvious guardian.

the Wood of Insidious Fire


First Area. The entrance is an animal cave. 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 open flames?
Area 3. A group of creatures have made their lair at the entrance
Showdown. The enemy leader has some weaknesses and there were clues to these in previous areas. A large cage or mechanical device dominates one corner. The enemy leader starts off peaceful but becomes more and more angry as they talk
Finally. A captive that they rescue wasn't kidnapped but wanted to be here and is angry.

Blackgaze Quarry


First Area. The entrance is a summoning circle. The entrance is a temple who inhabitants are unwilling to let intruders through
Area 2. An NPC they know but not expected here as ally to inhabitants
Area 3. A group of guardians about to be relieved by others
Showdown. Two or more challenges need to be overcome to claim victory here, requiring different skills. Mirrors or chains line the walls. Halfway through the enemy leader begs for mercy
Finally. Several minions also try to leave with parts of the treasure.

the Rift of the Gilded Master


First Area. The entrance is a ruined road into an ivy covered hole. The entrance is easy for inhabitants to pass through but not others
Area 2. An unhappy but powerful guardian gives hints to another way past it
Area 3. The entrance is guarded by one or more creatures
Showdown. The enemy leader awaits them in a defensive chamber. Careful characters will find preparations are not ready. A dangerous pet lives here in a fancy lair. The enemy leader tries to stall the characters because minions need time to finish preparations
Finally. A rival enters and tries to steal the reward.