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 Insidious Fissure of Demonwater


First Area. The entrance is at the bottom of a lake or pool. Multiple exits leading away. The real entrance is untrapped
Area 2. Ghosts acting out former lives. If hepled or talked to can reveal secrets about dungeon
Area 3. A dangerous group of inhabitants are here. Possibly forewarned of the PCs if they haven't been careful
Showdown. The enemy leader tries to settle things in an unusual way such as a deal. There is a covered pit with nasties within. Before confrontation, a herald speaks for the enemy leader, conveying their wishes to the group
Finally. There is treasure to be had but it is dangerous to get because of an obvious guardian.

the Pits of the Unknown Fiend


First Area. The entrance is a cave only revealed by low water levels. The entrance is hazardous and requires special skills or equipment to bypass
Area 2. An unhappy but powerful guardian gives hints to another way past it
Area 3. A powerful guardian guards the entrance
Showdown. There are two enemy leaders here working in partnership. They hate each other.. A large fountain sits central to the area. The enemy leader demands to know who the group are and why they are disturbing them
Finally. They find a large amount of cursed treasure.

the Fane of Fairmore


First Area. The entrance is a mineshaft concealed by foliage. The entrance is only open periodically
Area 2. A guardian creature with a riddle/challenge to solve to pass on
Area 3. 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 summoning circle dominates the room. Afterwards prisoners are angry with the characters for some reason
Finally. They find out the enemy leader was related to the group in some way.

the Crypt of the Forlorn Goat


First Area. The entrance is at the bottom of a deep pit. The entrance is a temple who inhabitants are unwilling to let intruders through
Area 2. A powerful creature it is better to befriend than fight
Area 3. A creature has made their lair at the entrance
Showdown. The lair is trapped and the enemy leader can set traps off at opportune moments. A dangerous pet lives here in a fancy lair. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. There is a dark revelation about a personality.

the Tower of the Solemn One


First Area. The entrance is at bottom of a lake. The entrance has an alarm and a magical ward
Area 2. The guardian of the bridge requests a toll to pass
Area 3. One or more sentries are on watch, part of a larger group off in a side chamber
Showdown. The enemy leader has underlings attack while they look on from a suitable vantage point. There is a statue to a dark power. The enemy leader tries to stall the characters because reinforcements are on their way
Finally. They find out the enemy leader was related to the group in some way.

Silverstone Island


First Area. The entrance is a giant monster skull. A powerful guardian guards the entrance
Area 2. An unhappy but powerful guardian gives hints to another way past it
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. An ornate balcony overlooks the main area. 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 Endless Citadel of Phantasms


First Area. The entrance is a circular door concealed by plant life. The entrance has a deadly trap
Area 2. Allies of the inhabitants who can be talked into ignoring or aiding PCs
Area 3. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Showdown. The enemy leader appears to hate one of the characters and targets them first. There is an altar to a dark power. Halfway through the enemy leader tries to come to an agreement
Finally. There is treasure to be had but it is dangerous to get because of an obvious guardian.

the Pyramid of Hidden Shame


First Area. The entrance is at the base of a giant tree. The entrance is easy for inhabitants to pass through but not others
Area 2. A magical puzzle floor tiles
Area 3. A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. There are many fungi here. The enemy leader recognises a character and tries to switch sides
Finally. A strong final guardian lets them take a small reward or fight them for everything.

the Lake of the Barren Idol


First Area. The entrance is a carved monster mouth. The entrance has a magical ward
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. Shortly into the encounter the enemy leader retreats to a second, better prepared chamber. There is a bridge over something perilous. A minion demands to know what reason they have for attacking the enemy leader
Finally. The inhabitants were stopping a great evil from escaping.

the Sanctum of Dragons


First Area. The entrance is the basement of a mansion. A group of guardians about to be relieved by others
Area 2. A complex mechanism of moving sections that blocks their path
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 reveals a person of great value and threatens to destroy it. There is an open pit with a dangerous liquid within. The enemy leader gives some parting words before leaving
Finally. The enemy leader returns to fight them as an intelligent magic item.