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.

tools for - fantasy dungeon


the Vault of Mists


First Area. The entrance is a sinkhole. The entrance requires a special key or item to open
Area 2. A group of guardians guard the entrance
Area 3. Hostages or prisoners who demand/plead to be taken back immediately (for good reason)
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. 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 Watch of Accursed Skulls


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 mass of vermin or pests that retreat from something - maybe heavy footsteps?
Area 3. One or more sentries are on watch, part of a larger group off in a side chamber
Showdown. Shortly into the encounter the enemy leader retreats to a second, better prepared chamber. A magical portal dominates one wall. The enemy leader tries to stall the characters because minions need time to finish preparations
Finally. The inhabitants were stopping a great evil from escaping.

the Valley of Secret Skulls


First Area. The entrance is an animal cave. The entrance has a physical challenge to overcome to gain entry
Area 2. A mad NPC is trapped here. If they helped they provide vital information
Area 3. The entrance is guarded by one or more creatures
Showdown. The enemy leader awaits them in a defensive chamber. Careful characters will find preparations are not ready. There is a bridge over something perilous. The enemy leader demands to know who the group are and why they are disturbing them
Finally. There is a dark revelation about a personality.

the Tower of the End


First Area. The entrance is an area of mist. The entrance has a deadly trap
Area 2. A dangerous trap that the inhabitants can ignore
Area 3. A group of creatures have made their lair at the entrance
Showdown. The enemy leader reveals a person of great value and threatens to destroy it. There is a large pool of water. The enemy leader recognises a character and tries to get them to leave
Finally. They find a large amount of cursed treasure.

The Luminous Fissure


First Area. The entrance is over a rope bridge. A creature has made their lair at the entrance
Area 2. A guardian creature with a riddle/challenge to solve to pass on
Area 3. An NPC that came with them betrays them in some way
Showdown. The enemy leader awaits them in a defensive chamber. Careful characters will find preparations are not ready. There are many fungi here. Afterwards prisoners are angry with the characters for some reason
Finally. There is treasure to be had but it is dangerous to get because of a cavern of noxious fungi.

Highsong Caves


First Area. The entrance is a river entrance. A group of guardians about to be relieved by others
Area 2. An unhappy but powerful guardian gives hints to another way past it
Area 3. They find the way to their main objective but to get through requires something from elsewhere in the dungeon
Showdown. The enemy has an unexpected ally. There is an altar to a dark power. A minion demands to know what reason they have for attacking the enemy leader
Finally. The inhabitants were guarding some sort of magical portal.

the Volatile Hold of Ghoststaff


First Area. The entrance is underneath a civilised structure. There are multiple entrances and only one of them leads to the true dungeon
Area 2. One or more sentries are on watch, part of a larger group off in a side chamber
Area 3. There is a dangerous trap here. If triggered it also forewarns the Showdown challenge.
Showdown. The enemy leader has a champion that fights the characters first. A magical portal dominates one wall. The enemy leader recognises a character and tries to get them to leave
Finally. The enemy leader returns to fight them as an intelligent magic item.

the Lake of the Black Idol


First Area. The entrance is a carved dragon mouth. The entrance is guarded by a creature who can sound an alarm
Area 2. An unhappy but powerful guardian gives hints to another way past it
Area 3. There is a one-way exit here back to the main entrance (teleporter/chute/fast-flowing river/one-way door)
Showdown. The enemy leader awaits them in a defensive chamber. Careful characters will find preparations are not ready. An ornate balcony overlooks the main area. A minion demands to know what reason they have for attacking the enemy leader
Finally. They find out the enemy leader was related to the group in some way.

the Wood of Marachester


First Area. The entrance is a pool of quicksand. The entrance has an alarm and a dangerous trap
Area 2. An NPC they know but not expected here - maybe lost
Area 3. A creature has made their lair at the entrance
Showdown. There are two enemy leaders here working in partnership. their life forces are linked. A large fountain sits central to the area. Halfway through the enemy leader tries to come to an agreement
Finally. There is another guardian in the treasure container.

Spellcrown Mountain


First Area. The entrance is behind a waterfall. A creature has made their lair at the entrance
Area 2. A creature has made their lair at the entrance
Area 3. The inhabitants are playing an unusual and dangerous game
Showdown. Shortly into the encounter the enemy leader retreats to a second, better prepared chamber. A large fire is burning away. The enemy leader tries to stall the characters because reinforcements are on their way
Finally. The inhabitants were stopping a great evil from escaping.