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.


the Fane of the Veiled Singer


First Area. The entrance is a passage at the bottom of a well. The entrance requires a special key or item to open
Area 2. A guardian creature with a riddle/challenge to solve to pass on
Area 3. The entrance is guarded by one or more creatures
Showdown. The enemy leader tries to settle things in an unusual way such as a deal. There is an altar to a dark power. Halfway through the enemy leader begs for mercy
Finally. The inhabitants were stopping a great evil from escaping.

Goldwind Haven


First Area. The entrance is a grinning demon mouth. One or more sentries are on watch, part of a larger group off in a side chamber
Area 2. A powerful guardian guards the entrance
Area 3. Hostages or prisoners who demand/plead to be taken back immediately (for good reason)
Showdown. The enemy leader has unusual magic power. An ornate balcony overlooks the main area. Afterwards prisoners are offer to reward characters if they release them
Finally. There is another guardian in the treasure container.

the Watch of the Veiled Prince


First Area. The entrance is a river entrance. One or more sentries are on watch, part of a larger group off in a side chamber
Area 2. A ghost who can reveal dungeon secrets if they can set it to rest or agree to
Area 3. Hostages or prisoners who demand/plead to be taken back immediately (for good reason)
Showdown. There are two enemy leaders here working in partnership. One flees or surrenders when the other falls. There is an open pit with a dangerous liquid within. Afterwards surviving minions beg for mercy
Finally. Find NPC prisoners, one of which is a shapeshifter.

The Forlorn Hold


First Area. The entrance is an area of mist. The entrance is easy for inhabitants to pass through but not others
Area 2. A magical puzzle floor tiles
Area 3. A group of guardians about to be relieved by others
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. There is a moving platform of some kind here. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. Bonus treasure is uncovered that leads elsewhere. a treasure map.

the Hold of the Lunar Devil


First Area. The entrance is a bridge made from rainbows. The entrance is a fake and one large trap. The real entrance is hidden nearby
Area 2. A magical puzzle that must be solved to avoid setting off an alarm
Area 3. A dangerous group of inhabitants are here. Possibly forewarned of the PCs if they haven't been careful
Showdown. The enemy leader awaits them in a defensive chamber. Careful characters will find preparations are not ready. A large fountain sits central to the area. Before confrontation, a herald speaks for the enemy leader, conveying their wishes to the group
Finally. The inhabitants were guarding some sort of magical portal.

The Black Halls


First Area. The entrance is a cave entrance in a cliff face. A group of guardians about to be relieved by others
Area 2. A mass of vermin or pests that retreat from something - maybe high pitched noise?
Area 3. The inhabitants are playing an unusual and dangerous game
Showdown. The lair is trapped and the enemy leader can set traps off at opportune moments. A large fire is burning away. Afterwards prisoners thank the characters for freeing them
Finally. Quest was a trick, a villain was helped by the group's quest.

the Isle of Spirits


First Area. The entrance is a bridge made from rainbows. A group of guardians about to be relieved by others
Area 2. An NPC they know but not expected here - maybe lost
Area 3. The guardian of the bridge requests a toll to pass. And...There is a one-way exit here back to the main entrance (teleporter/chute/fast-flowing river/one-way door)
Showdown. The enemy leader has an unexpected magic item. Mirrors or chains line the walls. The enemy leader gives some last words before leaving
Finally. More opponents ambush them as they are weakened from the Showdown.

Demoncross Caves


First Area. The entrance is a mineshaft concealed by foliage. The entrance is a temple who inhabitants are unwilling to let intruders through
Area 2. An NPC they know but not expected here - maybe as a prisoner
Area 3. A powerful guardian guards the entrance
Showdown. The enemy leader tries to settle things in an unusual way such as a wager. A dangerous pet lives here in a fancy lair. Before confrontation, a herald speaks for the enemy leader, conveying their wishes to the group
Finally. A captive that they rescue wasn't kidnapped but wanted to be here and is angry.

the Sanctum of Bronze


First Area. The entrance is a trapdoor concealed by illusion. The entrance is guarded by a group of creatures who can sound an alarm
Area 2. A magical puzzle that must be solved to take the easy route
Area 3. One of the characters or an ally gets separated from the party by a creature
Showdown. The lair is trapped and the enemy leader can move around without setting traps off. An ornate balcony overlooks the main area. The enemy leader tries to give a monologue before dealing with PCs
Finally. There is another guardian in the hoard.

the Caverns of Wonderful Oblivion


First Area. The entrance is a wine cellar. A creature has made their lair at the entrance
Area 2. A powerful creature it is better to befriend than fight
Area 3. If the group break the door out of here a sphere of solid force entraps them for a while and sounds an alarm
Showdown. The enemy leader reveals a person of great value and threatens to put it out of the characters reach. A large fountain sits central to the area. The enemy leader recognises a character and tries to switch sides
Finally. A trap is sprung, resetting the Showdown area.