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 Hall of the Ruinous Seven


First Area. The entrance is a well. The entrance has a trap designed to scare creatures away
Area 2. A group of guardians guard the entrance
Area 3. There is a warning system here. If it is activated things get harder in the Showdown
Showdown. The enemy leader has underlings attack while they look on from a suitable vantage point. A magical portal dominates one wall. The enemy leader recognises a character and tries to switch sides
Finally. The enemy leader returns to fight them as a ghost.

the Pits of the Ancient Mistress


First Area. The entrance is a sliding shaft. A powerful guardian guards the entrance
Area 2. A guardian creature with a riddle/challenge to solve to pass on
Area 3. An underling who can be talked into ignoring group. And...Dangerous debris from a collapse covers a trap
Showdown. The enemy leader has an unexpected magic item. There are many fungi here. The enemy leader talks to the characters, trying to get news or information from them
Finally. More opponents ambush them as they are weakened from the Showdown.

the Tomb of Great Sorcery


First Area. The entrance is a cave only revealed by low water levels. The entrance is guarded by a group of creatures who can sound an alarm
Area 2. A mass of vermin or pests that retreat from something - maybe high pitched noise?
Area 3. An NPC that came with them betrays them in some way
Showdown. The enemy leader is weaker than expected and an underling is revealed as the big threat. A large fountain sits central to the area. Afterwards a minion comes forward with the wishes of the enemy leader
Finally. The inhabitants were stopping a great evil from escaping.

the Labyrinth of Hardshot


First Area. The entrance is at bottom of a pool. The entrance is easy for inhabitants to pass through but not others
Area 2. A dangerous mechanism of moving parts that can be navigated with caution
Area 3. Appears unguarded but a hidden ambush awaits
Showdown. The enemy leader has an unexpected magic item. An ornate balcony overlooks the main area. The enemy leader starts off peaceful but becomes more and more angry as they talk
Finally. More opponents take advantage as they are weakened from the Showdown.

the Insidious Sanctuary of Spellwind


First Area. The entrance is a pyramid base . A creature has made their lair at the entrance
Area 2. A powerful creature it is better to befriend than fight
Area 3. One of the characters or an ally gets separated from the party by a creature
Showdown. The enemy leader reveals an item of great value and threatens to put it out of the characters reach. A series of steps lead to a raised platform. The enemy leader gives some last words before dying
Finally. There is another guardian in the hoard.

Ogreshade Isle


First Area. The entrance is a rune-covered stone. The entrance has an alarm and a dangerous trap
Area 2. A magical puzzle that must be solved to take the easy route
Area 3. A powerful guardian guards the entrance
Showdown. The enemy leader has an unexpected piece of equipment. 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 Spire of Dreams


First Area. The entrance is a mineshaft concealed by foliage. The entrance has a magical ward
Area 2. A complex mechanism of moving sections that blocks their path
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. There is a prominent statue or throne here. Afterwards the enemy leader returns as a ghost and swears vengeance
Finally. A rival enters and tries to steal the reward.

the Arena of the Lunar Master


First Area. The entrance is a scintillating circular door. 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 creature has made their lair at the entrance
Showdown. The enemy leader has unusual magic power. There is an altar to a dark power. Afterwards a minion has a revelation
Finally. A strong final guardian lets them take a small reward or fight them for everything.

the Hold of Dragons


First Area. The entrance is a fey portal. A group of guardians guard the entrance
Area 2. A group of guardians guard the entrance
Area 3. The inhabitants are playing an unusual and dangerous game
Showdown. The enemy leader appears to fear one of the characters and targets them first. There is a bridge over something perilous. A minion demands to know what reason they have for attacking the enemy leader
Finally. Find NPC prisoners, one of which is a shapeshifter.

the Watch of Terror


First Area. The entrance is an animal cave. The entrance is guarded by one or more creatures
Area 2. The guardian of the bridge requests a toll to pass
Area 3. Hostages or prisoners who demand/plead to be taken back immediately (for good reason)
Showdown. The enemy has an unexpected ally. An ornate balcony overlooks the main area. The enemy leader talks to the characters, trying to get news or information from them
Finally. The inhabitants were stopping a great evil from escaping.