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 Hold of Phantasms


First Area. The entrance is a frozen archway. The entrance requires a special key or item to open
Area 2. An NPC they know but not expected here betraying PCs
Area 3. The entrance is guarded by one or more creatures
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 surviving minions beg for mercy
Finally. A trap is sprung, resetting the Showdown area.

the Sanctuary of Fire


First Area. The entrance is a wine cellar. A group of guardians guard the entrance
Area 2. A mad NPC is trapped here. If they helped they provide vital information
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 awaits them in a defensive chamber. Careful characters will find preparations are not ready. A large fountain sits central to the area. Halfway through the enemy leader tries to stall for time so they can escape
Finally. The enemy leader returns to fight them as an intelligent magic item.

the Shrine of Sandywatch


First Area. The entrance is a passage at the bottom of a well. The entrance is guarded by a group of creatures who can sound an alarm
Area 2. A mad NPC is trapped here. If they helped they provide vital information
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 some weaknesses and there were clues to these in previous areas. A large cage or mechanical device dominates one corner. The enemy leader tries to give a monologue before dealing with PCs
Finally. Find NPC prisoners, one of which is a shapeshifter.

the Island of Planar Desolation


First Area. The entrance is underneath a civilised structure. Appears unguarded but a hidden ambush awaits
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 lair is trapped and the enemy leader can set traps off at opportune moments. There is a prominent statue or throne here. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. There is a revelation of a more powerful creature that manipulated the group here.

Darkwell Maze


First Area. The entrance is at the bottom of a well. The entrance has a magical ward
Area 2. A creature which can give token required for easy entry further on
Area 3. A group of guardians about to be relieved by others
Showdown. There are two enemy leaders here working in partnership. One flees or surrenders when the other falls. There is a large pool of water. The enemy leader tries to stall the characters because minions need time to hide a prisoner
Finally. Several minions also try to leave with parts of the treasure.

the Barren Halls of Brokenrest


First Area. The entrance is a sinkhole. The entrance requires a special key or item to open
Area 2. Ghosts acting out former lives. If hepled or talked to can reveal secrets about dungeon
Area 3. A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. The enemy leader has some weaknesses and there were clues to these in previous areas. A large fountain sits central to the area. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. The enemy leader returns to fight them as an intelligent magic item.

the Island of Necromancy


First Area. The entrance is an archway of huge thorns. Appears unguarded but a hidden ambush awaits
Area 2. The entrance is guarded by one or more creatures
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 appears to fear one of the characters and targets them first. 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. There is a revelation of a more powerful creature that manipulated the group here.

the Bastion of Eiki's Green


First Area. The entrance is a whirlpool. The entrance has an alarm and a dangerous trap
Area 2. Ghosts acting out former lives. If observed secrets revealed about dungeon or inhabitants
Area 3. A powerful guardian guards the entrance
Showdown. There are two enemy leaders here working in partnership. They are lovers. An ornate balcony overlooks the main area. 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 Hold of Infernal Slaughter


First Area. The entrance is a carved dragon mouth. A group of guardians about to be relieved by others
Area 2. A powerful creature it is better to befriend than fight
Area 3. There is an item that can help in the Showdown but it is broken
Showdown. There are two enemy leaders here working in partnership. They are lovers. There is an open pit with nasties within. 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 Island of Fury


First Area. The entrance is a cave entrance concealed by plant life. One or more sentries are on watch, part of a larger group off in a side chamber
Area 2. A ghost who can reveal dungeon secrets if they can set it to rest or agree to
Area 3. An NPC that came with them betrays them in some way
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. The enemy leader recognises a character and tries to get them to leave
Finally. A strong final guardian lets them take a small reward or fight them for everything.