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 Hall of Hate


First Area. The entrance is in the basement of a mansion. The entrance is guarded by one or more creatures
Area 2. An rival or servant of the inhabitants willing to help them for the right price
Area 3. They find the way to their main objective but to get through requires something from elsewhere in the dungeon
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. There are several ledges holding minions with missile weapons. The enemy leader talks to the characters, trying to get news or information from them
Finally. There is a dark revelation about a legend.

the Secret Hold of Ironwick


First Area. The entrance is a sinkhole. The entrance has a magical ward
Area 2. One or more sentries are on watch, part of a larger group off in a side chamber
Area 3. Hostages or prisoners who are enemies in disguise
Showdown. The enemy has an unusual pet. There is a bridge over something perilous. A minion demands to know what reason they have for attacking the enemy leader
Finally. A divine creature comes to talk to them in some way.

the Chasm of Sin


First Area. The entrance is a ruined road into an ivy covered hole. The entrance is hazardous and requires special skills or equipment to bypass
Area 2. A mass of vermin or pests that retreat from something - maybe heavy footsteps?
Area 3. The entrance is guarded by a group of creatures who can sound an alarm
Showdown. The lair is trapped and the enemy leader can move around without setting traps off. There is a bridge over something perilous. Halfway through the enemy leader tries to stall for time for reinforcements
Finally. The enemy leader returns to fight them as a ghost.

the Palace of Mystery


First Area. The entrance is a natural fissure. A creature has made their lair at the entrance
Area 2. A complex mechanism of moving sections that blocks their path
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 series of steps lead to a raised platform. Afterwards a minion comes forward with the will of the enemy leader
Finally. A prophecy comes true, just not in the way they expected.

the Vault of the Solemn Lord


First Area. The entrance is a river entrance. The entrance is guarded by one or more creatures
Area 2. A powerful creature it is better to befriend than fight
Area 3. There is a warning system here. If it is activated things get harder in the Showdown
Showdown. There are two enemy leaders here working in partnership. They are lovers. A large fountain sits central to the area. The enemy leader tries to give a monologue before dealing with PCs
Finally. Find NPC prisoners, one of which is a shapeshifter.

Deepthrone Maze


First Area. The entrance is at the base of a giant tree. The entrance has a physical challenge to overcome to gain entry
Area 2. A dangerous trap that the inhabitants can ignore
Area 3. The entrance is guarded by one or more creatures
Showdown. The enemy leader has unexpected magic power. The area is a laboratory of some kind. The enemy leader recognises a character and tries to get them to leave
Finally. The inhabitants were stopping a great evil from escaping.

Ironstone Hold


First Area. The entrance is an area of mist. Multiple exits leading away. The real entrance is the only way deeper
Area 2. A hallway of coloured portals with an old riddle telling them which way to go
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. There is an open pit with a dangerous liquid within. The enemy leader tries to stall the characters because minions need time to finish preparations
Finally. Find NPC prisoners, one of which is a shapeshifter.

the Island of the Luminous Triad


First Area. The entrance is an animal cave. Appears unguarded but a hidden ambush awaits
Area 2. A mad NPC is trapped here. If they helped they provide vital information
Area 3. A dangerous group of inhabitants are here. Possibly forewarned of the PCs if they haven't been careful
Showdown. The enemy leader appears to hate one of the characters and targets them first. There are several ledges holding minions with missile weapons. Afterwards the enemy leader returns as a vision and swears vengeance
Finally. They find a large amount of cursed treasure.

Ogrefang Beacon


First Area. The entrance is a part-buried stone door. The entrance has an alarm and a magical ward
Area 2. A group of guardians guard 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 set traps off at opportune moments. An ornate balcony overlooks the main area. The enemy leader demands to know who the group are and why they are disturbing them
Finally. Bonus treasure is uncovered that leads elsewhere. a deed to some land.

the Monstrous Hold of Wickmist


First Area. The entrance is a sinkhole. Appears unguarded but a hidden ambush awaits
Area 2. A creature which can give token required for easy entry further on
Area 3. One of the characters or an ally gets separated from the party by a trap
Showdown. The enemy has an unusual pet. A large cage or mechanical device dominates one corner. Halfway through the enemy leader tries to stall for time so they can escape
Finally. There is another guardian in the hoard.