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. [fantasy] [dungeon]


The Gilded Court


First Area. The entrance is a river entrance. The entrance is guarded by a group of creatures who can sound an alarm
Area 2. An NPC they know but not expected here - maybe as a prisoner
Area 3. There is a dangerous trap here. If triggered it also forewarns the Showdown challenge.
Showdown. The enemy leader appears to fear one of the characters and targets them first. A large cage or mechanical device dominates one corner. Afterwards surviving minions beg for mercy
Finally. There is a dark revelation about a local festival.

the Unknown Rift of Goatden


First Area. The entrance is a pool of water. The entrance is hazardous and requires special skills or equipment to bypass
Area 2. An NPC they know but not expected here - maybe lost
Area 3. The entrance is guarded by a group of creatures who can sound an alarm
Showdown. The enemy leader tries to settle things in an unusual way such as a duel. Mirrors or chains line the walls. Afterwards surviving minions beg for mercy
Finally. Bonus treasure is uncovered that leads elsewhere. a deed to some land.

Bonerest Hold


First Area. The entrance is an animal cave. A creature has made their lair at the entrance
Area 2. A complex mechanism of moving sections that blocks their path
Area 3. A complex mechanism of moving sections that blocks their path. And...A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. There are two enemy leaders here working in partnership. One flees or surrenders when the other falls. The area is a laboratory of some kind. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. A strong final guardian lets them take a small reward or fight them for everything.

Sharpmoon Castle


First Area. The entrance is at the base of a giant tree. A creature has made their lair at the entrance
Area 2. A complex mechanism of moving sections that blocks their path
Area 3. A famous site has been found, but it's actually a fake or decoy
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. A large fire is ready to go. Afterwards surviving minions beg for mercy
Finally. Several minions also try to leave with parts of the treasure.

the Tomb of the Cataclysm


First Area. The entrance is a mineshaft . The entrance is guarded by one or more creatures
Area 2. A guardian creature with a riddle/challenge to solve to pass on
Area 3. Dangerous debris from a collapse covers a trap
Showdown. The enemy leader awaits them in a defensive chamber. Careful characters will find preparations are not ready. There is an open pit with nasties within. Halfway through the enemy leader tries to stall for time for reinforcements
Finally. Quest was a trick, a villain was helped by the group's quest.

The Dangerous Garden


First Area. The entrance is a wine cellar. The entrance is guarded by one or more creatures
Area 2. A powerful creature it is better to befriend than fight
Area 3. A dangerous group of inhabitants are here. Possibly forewarned of the PCs if they haven't been careful
Showdown. The lair is trapped and the enemy leader can move around without setting traps off. A large cage or mechanical device dominates one corner. The enemy leader tries to stall the characters because minions need time to hide a prisoner
Finally. The inhabitants were guarding some sort of magical portal.

the Sunless Watch of Oblivion


First Area. The entrance is under a rock formation. A group of creatures have made their lair at the entrance
Area 2. A temple or shrine here requires prayers to pass through
Area 3. A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. The lair is trapped and the enemy leader can move around without setting traps off. A magical portal dominates one wall. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. There is another guardian in the treasure container.

the Asylum of Pain


First Area. The entrance is a passage at the bottom of a well. The entrance has an alarm and a magical ward
Area 2. A dangerous mechanism of moving parts that can be navigated with caution
Area 3. One or more sentries are on watch, part of a larger group off in a side chamber
Showdown. The enemy leader has a champion that fights the characters first. There is an open pit with nasties within. A minion demands to know what reason they have for attacking the enemy leader
Finally. More opponents ambush them as they are weakened from the Showdown.

the Warrens of the Priest


First Area. The entrance is a narrow puzzle door. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Area 2. A powerful creature it is better to befriend than fight
Area 3. There is a dangerous trap here. If triggered it also forewarns the Showdown challenge.
Showdown. The enemy leader has underlings attack while they look on from a suitable vantage point. A large summoning circle dominates the room. Afterwards prisoners are offer to reward characters if they release them
Finally. More opponents take advantage as they are weakened from the Showdown.

the Great Vale of Flame


First Area. The entrance is a river entrance. The entrance has a physical challenge to overcome to gain entry
Area 2. An NPC they know but not expected here betraying PCs
Area 3. One or more sentries are on watch, part of a larger group off in a side chamber
Showdown. The enemy leader tries to settle things in an unusual way such as a deal. A large cage or mechanical device dominates one corner. Halfway through the enemy leader begs for mercy
Finally. The inhabitants were stopping a great evil from escaping.