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 Eternal Castle of Brightcross


First Area. The entrance is underneath a civilised structure. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Area 2. Allies of the inhabitants who can be talked into ignoring or aiding PCs
Area 3. Dangerous debris from a collapse covers a secret way into the Showdown
Showdown. The enemy leader tries to settle things in an unusual way such as a wager. There are several ledges holding minions with missile weapons. Afterwards a NPC comes out of an enchantment
Finally. More opponents ambush them as they are weakened from the Showdown.

the Warrens of Desolation


First Area. The entrance is a river entrance. Appears unguarded but a hidden ambush awaits
Area 2. An unhappy but powerful guardian gives hints to another way past it
Area 3. A famous site has been found, but it's actually a fake or decoy
Showdown. The enemy leader has an unusual piece of equipment. A magical portal dominates one wall. The enemy leader demands to know who the group are and why they are disturbing them
Finally. They find out the enemy leader was important to the group in some way.

Dawnway Grove


First Area. The entrance is a trapdoor in a cliff face. The entrance requires a special key or item to open
Area 2. An underling who can be talked into betraying their boss
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 a bridge over something perilous. Halfway through the enemy leader tries to stall for time for reinforcements
Finally. There is another guardian in the hoard.

the Heart of Sin


First Area. The entrance is at the bottom of a well. The entrance has an alarm and a magical ward
Area 2. A magical puzzle that must be solved to take the easy route
Area 3. A creature has made their lair at the entrance
Showdown. The enemy leader has an unexpected magic item. There is a moving platform of some kind here. Afterwards prisoners are offer to reward characters if they release them
Finally. More opponents ambush them as they are weakened from the Showdown.

the Caves of Pain


First Area. The entrance is a frozen archway. There are multiple entrances and only one of them leads to the true dungeon
Area 2. A creature which can give password required for easy entry further on
Area 3. A powerful guardian guards the entrance
Showdown. The enemy leader has unusual special power. There are many fungi here. The enemy leader talks to the characters, trying to get news or information from them
Finally. The inhabitants were guarding some sort of magical portal.

the Castle of Fire


First Area. The entrance is over a rope bridge. The entrance is hazardous and requires special skills or equipment to bypass
Area 2. A creature has made their lair at the entrance
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 underlings attack while they look on from a suitable vantage point. There is a bridge over something perilous. The enemy leader tries to stall the characters because reinforcements are on their way
Finally. A strong final guardian lets them take a small reward or fight them for everything.

The Volatile Warrens


First Area. The entrance is at the base of a giant tree. A group of creatures have made their lair at the entrance
Area 2. One or more sentries are on watch, part of a larger group off in a side chamber
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 an unexpected magic item. An ornate balcony overlooks the main area. The enemy leader gives some final words before leaving
Finally. Several minions also try to leave with parts of the treasure.

the Maze of Resonant Curses


First Area. The entrance is behind a magical. The entrance is hazardous and requires special skills or equipment to bypass
Area 2. A mad NPC is trapped here. If they helped they provide vital information
Area 3. An rival or servant of the inhabitants willing to help them for the right price. And...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. One flees or surrenders when the other falls. A large cage or mechanical device dominates one corner. The enemy leader demands to know who the group are and why they are disturbing them
Finally. The inhabitants were guarding some sort of magical portal.

the Sanctum of Luminous Screams


First Area. The entrance is a building. 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. They find the way to their main objective but to get through requires something from elsewhere in the dungeon
Showdown. The enemy leader appears to hate one of the characters and targets them first. A large summoning circle dominates the room. A minion demands to know what reason they have for attacking the enemy leader
Finally. A rival enters and tries to steal the reward.

the City of the Ruinous Idol


First Area. The entrance is a metal door concealed by illusion. The entrance is a fake and one large trap. The real entrance is hidden nearby
Area 2. A mass of vermin or pests that retreat from something - maybe open flames?
Area 3. The entrance is guarded by one or more creatures
Showdown. The enemy leader has unexpected special power. Mirrors or chains line the walls. The enemy leader gives some final words before dying
Finally. A strong final guardian lets them take a small reward or fight them for everything.