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 Frozen Throne of Highguard


First Area. The entrance is a whirlpool. The entrance is guarded by a group of creatures who can sound an alarm
Area 2. An NPC they know but not expected here - maybe as a hostage
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 has an unusual pet. There is a bridge over something perilous. Afterwards prisoners are offer to reward characters if they release them
Finally. Find NPC prisoners, one of which is a shapeshifter.

the Vale of Accursed Skulls


First Area. The entrance is a ruined road into an ivy covered hole. The entrance is easy for inhabitants to pass through but not others
Area 2. A powerful creature it is better to befriend than fight
Area 3. A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. The enemy leader has underlings attack while they look on from a suitable vantage point. A large summoning circle dominates the room. Afterwards surviving minions beg for mercy
Finally. There is another guardian in the hoard.

Whiterune Isle


First Area. The entrance is under a rock formation. A group of creatures have made their lair at the entrance
Area 2. A magical puzzle that must be solved to avoid setting off an alarm
Area 3. An NPC that came with them betrays them in some way
Showdown. The lair is trapped and the enemy leader can move around without setting traps off. Mirrors or chains line the walls. The enemy leader tries to give a monologue before dealing with PCs
Finally. A rival enters and tries to steal the reward.

the Beacon of Emerald Ice


First Area. The entrance is a circular door concealed by illusion. There are multiple entrances and only one of them leads to the true dungeon
Area 2. A temple or shrine here requires prayers to pass through
Area 3. A powerful guardian guards the entrance
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 reluctant to leave
Finally. A rival enters and tries to steal the reward.

the Haven of the Astral Cult


First Area. The entrance is a chimney. Appears unguarded but a hidden ambush awaits
Area 2. A temple or shrine here requires a sacrifice to pass through
Area 3. A famous site has been found, but it's actually a fake or decoy
Showdown. The enemy leader has some weaknesses and there were clues to these in previous areas. A large summoning circle dominates the room. Afterwards surviving minions beg for mercy
Finally. Bonus treasure is uncovered that leads elsewhere. a treasure map.

The Terrible Vault


First Area. The entrance is at bottom of a lake. The entrance requires a special key or item to open
Area 2. The entrance is guarded by a group of creatures who can sound an alarm
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 wager. An ornate balcony overlooks the main area. The enemy leader tries to give a speech before dealing with PCs
Finally. A captive that they rescue wasn't kidnapped but wanted to be here and is confused.

the Chaotic Forge of the Dead


First Area. The entrance is an archway of huge thorns. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Area 2. A guardian creature with a riddle/challenge to solve to pass on
Area 3. The inhabitants are playing an unusual and dangerous game
Showdown. The lair is trapped and the enemy leader can set traps off at opportune moments. A large summoning circle dominates the room. The enemy leader tries to stall the characters because reinforcements are on their way
Finally. The inhabitants were stopping a great evil from escaping.

The Volatile Barrow


First Area. The entrance is at the bottom of a chasm. The entrance is guarded by one or more creatures
Area 2. A mass of vermin or pests that retreat from something - maybe open flames?
Area 3. Hostages or prisoners who are enemies in disguise
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 the enemy leader returns as a vision and swears vengeance
Finally. The inhabitants were guarding some sort of magical portal.

the Volatile Vault of Trynnicustry


First Area. The entrance is underneath a civilised structure. The entrance is only open periodically
Area 2. The entrance is guarded by one or more creatures
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 unusual piece of equipment. A dangerous pet lives here in a fancy lair. The enemy leader tries to give a monologue before dealing with PCs
Finally. A captive that they rescue wasn't kidnapped but wanted to be here and is heartbroken.

the Astral Keep of Curses


First Area. The entrance is a river entrance. The entrance is only open periodically
Area 2. An rival or servant of the inhabitants willing to help them for the right price
Area 3. Appears unguarded but a hidden ambush awaits
Showdown. The lair is trapped and the enemy leader can set traps off at opportune moments. There is a moving platform of some kind here. Afterwards prisoners are angry with the characters for some reason
Finally. There is a revelation of a more powerful creature that manipulated the creatures here.