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 Pyramid of the Cataclysm


First Area. The entrance is at the bottom of a well. The entrance has a physical challenge to overcome to gain entry
Area 2. A powerful creature it is better to befriend than fight
Area 3. The entrance is guarded by one or more creatures
Showdown. The lair is trapped and the enemy leader can move around without setting traps off. There is an open pit with nasties within. Before confrontation, a herald speaks for the enemy leader, conveying their wishes to the group
Finally. The inhabitants were guarding some sort of magical portal.

the Fane of Musbath


First Area. The entrance is an animal cave. One or more sentries are on watch, part of a larger group off in a side chamber
Area 2. Ghosts acting out former lives. If observed secrets revealed about dungeon or inhabitants
Area 3. Dangerous debris from a collapse covers a trap
Showdown. The enemy leader has underlings attack while they look on from a suitable vantage point. An ornate balcony overlooks the main area. The enemy leader tries to stall the characters because minions need time to finish preparations
Finally. A rival enters and tries to steal the reward.

the Forgotten Pyramid of Dusksong


First Area. The entrance is behind a magical. The entrance is a temple who inhabitants are unwilling to let intruders through
Area 2. An NPC they know but not expected here as an informant
Area 3. One or more sentries are on watch, part of a larger group off in a side chamber
Showdown. The enemy leader tries to settle things in an unusual way such as a wager. There is a bridge over something perilous. Afterwards a NPC comes out of an enchantment
Finally. They find out the enemy leader was related to the group in some way.

the Great Realm of Demons


First Area. The entrance is a mineshaft . The entrance has a deadly trap
Area 2. A magical puzzle that if solved can give a special blessing or reward
Area 3. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Showdown. The enemy leader has some weaknesses and there were clues to these in previous areas. A large fire is ready to go. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. They find a large amount of cursed treasure.

the Forge of Death


First Area. The entrance is a mineshaft concealed by foliage. Multiple exits leading away. The real entrance is the only way deeper
Area 2. A creature which can give map required for easy entry further on
Area 3. A powerful guardian guards the entrance
Showdown. The enemy leader tries to settle things in an unusual way such as a duel. There is a moving platform of some kind here. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. They find a large amount of cursed treasure.

Boneclaw Caves


First Area. The entrance is an animal cave. One or more sentries are on watch, part of a larger group off in a side chamber
Area 2. A very powerful creature that must be befriended 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. They are lovers. A large cage or mechanical device dominates one corner. The enemy leader starts off peaceful but becomes more and more angry as they talk
Finally. There is treasure to be had but it is dangerous to get because of an obvious guardian.

the Maelstrom of Screams


First Area. The entrance is a well. The entrance has a magical ward designed to scare creatures away
Area 2. A magical puzzle floor tiles
Area 3. The entrance is guarded by one or more creatures
Showdown. Shortly into the encounter the enemy leader retreats to a second, better prepared chamber. A large fire is ready to go. The enemy leader recognises a character and tries to switch sides
Finally. There is a revelation of a more powerful creature that manipulated the group here.

the Forlorn Garden of Traderleigh


First Area. The entrance is at the bottom of a lake or pool. There are multiple entrances and only one of them leads to the true dungeon
Area 2. The guardian of the bridge requests a toll to pass
Area 3. A dangerous group of inhabitants are here. Possibly forewarned of the PCs if they haven't been careful
Showdown. The enemy leader has some weaknesses and there were clues to these in previous areas. There is a moving platform of some kind here. Afterwards surviving minions beg for mercy
Finally. Several minions also try to leave with parts of the treasure.

the Fortress of Marksclaw


First Area. The entrance is via a collapsed building. The entrance is guarded by one or more creatures
Area 2. An underling who can be talked into betraying their boss
Area 3. Dangerous debris from a collapse covers a trap
Showdown. There are two enemy leaders here working in partnership. One flees or surrenders when the other falls. An ornate balcony overlooks the main area. The enemy leader tries to stall the characters because minions need time to hide a treasure
Finally. A trap is sprung, resetting the Showdown area.

the Asylum of Madness


First Area. The entrance is a frozen archway. One or more sentries are on watch, part of a larger group off in a side chamber
Area 2. An NPC they know but not expected here betraying PCs
Area 3. A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. The lair is trapped and the enemy leader can move around without setting traps off. There are several ledges holding minions with missile weapons. The enemy leader talks to the characters, trying to get news or information from them
Finally. A strong final guardian lets them take a small reward or fight them for everything.