Five Room Dungeon


the Tower of the Ruined Lizard


First Area. The entrance is via a collapsed building. The entrance has a physical challenge to overcome to gain entry
Area 2. The guardian of the bridge requests a toll to pass
Area 3. There is an item that can help in the Showdown but it is broken/cursed or had parts missing
Showdown. There are two enemy leaders here working in partnership. One flees or surrenders when the other falls. Something is heated in a large metal cauldron The enemy leader tries to stall the PCs because minions need time to finish preparations or hide a prisoner/treasure
Finally. A trap is sprung, resetting the Showdown area.

the Aerie of Black Sigils


First Area. The entrance is at the bottom of a deep pit. Appears unguarded but a hidden ambush awaits
Area 2. An unhappy but powerful guardian gives hints to another way past it
Area 3. There is a dangerous trap here. If triggered it also forewarns the Showdown challenge.
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. There is a large pool of water Afterwards prisoners are angry with the PCs for some reason or thank the PCs for freeing them
Finally. Find NPC prisoners, one of which is a shapeshifter.

Lighthelm Watch


First Area. The entrance is an ancient lava tube. One or more sentries are on watch, part of a larger group off in a side chamber
Area 2. A mass of vermin or pests that retreat from something - maybe open flames?
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 or their life forces are linked. A dangerous pet lives here in a fancy lair The enemy leader tries to stall the PCs because minions need time to finish preparations or hide a prisoner/treasure
Finally. A strong final guardian lets them take a small reward or fight them for everything.

the Black Keep of Cedargate


First Area. The entrance is behind a secret door. The entrance has a physical challenge to overcome to gain entry
Area 2. An rival or servant of the inhabitants willing to help them for the right price
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. There is a prominent statue or throne here Afterwards the enemy leader returns as a ghost/vision/through a minion and swears vengeance
Finally. Several minions also try to leave with parts of the treasure.

The Furious Palace


First Area. The entrance is an animal cave. Appears unguarded but a hidden ambush awaits
Area 2. A dangerous mechanism of moving parts that can be navigated with caution
Area 3. Hostages or prisoners who demand/plead to be taken back immediately (for good reason)
Showdown. The enemy leader reveals an item or person of great value and threatens to destroy it or put it out of the PC's reach. A series of steps lead to a raised platform Afterwards the enemy leader returns as a ghost/vision/through a minion and swears vengeance
Finally. A strong final guardian lets them take a small reward or fight them for everything.

the Pillars of Desolation


First Area. The entrance is a magic mirror. The entrance has a magical ward designed to scare creatures away
Area 2. A dangerous mechanism of moving parts that can be navigated with caution
Area 3. There is a warning system here. If it is activated things get harder in the Showdown
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. There is a open or covered pit with nasties or a dangerous liquid within The enemy leader demands to know who the PCs are and why are disturbing them
Finally. There is treasure to be had but it is dangerous to get (lava lake/obvious guardian/cavern of noxious fungi).

the Manor of the Dead


First Area. The entrance is at the bottom of a well. The entrance is a fake and one large trap. The real entrance is hidden nearby
Area 2. A magical puzzle floor tiles
Area 3. An NPC they know but not expected here - maybe as a prisoner. And...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 PCs will find preparations are not ready. There is a bridge over something perilous Afterwards the enemy leader returns as a ghost/vision/through a minion and swears vengeance
Finally. A trap is sprung, resetting the Showdown area.

the Barrow of Fire


First Area. The entrance is an animal cave. The entrance requires a special key or item to open
Area 2. A group of creatures have made their lair at the entrance
Area 3. A famous site has been found, but it's actually a fake or decoy
Showdown. The enemy leader tries to settle things in an unusual way such as a duel, wager or deal. A large fountain sits central to the area The enemy leader starts off peaceful but becomes more and more angry as they talk
Finally. A trap is sprung, resetting the Showdown area.

the Pass of Slaughter


First Area. The entrance is a cave only revealed by low water levels. The entrance requires a special phrase to open
Area 2. An NPC they know but not expected here - maybe as a hostage
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 unusual or unexpected magic or other special power. A large cage or mechanical device dominates one corner 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.

the Palace of Horrors


First Area. The entrance is a ventilation shaft. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Area 2. Lighting a particular shrine reveals the way ahead
Area 3. New information here points to a greater conflict happening here that this is just a part of
Showdown. The enemy leader has underlings attack while they look on from a suitable vantage point. A series of steps lead to a raised platform The enemy leader gives some parting or dying words before dying or leaving
Finally. A strong final guardian lets them take a small reward or fight them for everything.