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 Fissure of Sorcery


First Area. The entrance is via carved steps. The entrance has an alarm and a magical ward
Area 2. A temple or shrine here requires a sacrifice to pass through
Area 3. A group of guardians about to be relieved by others
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. The enemy leader tries to stall the characters because minions need time to hide a prisoner
Finally. There is a revelation of a more powerful creature that manipulated the group here.

the Furious Sanctum of Saltforge


First Area. The entrance is a wooden door in a cliff face. A powerful guardian guards the entrance
Area 2. A mad NPC is trapped here. If they helped they provide vital information
Area 3. A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. Shortly into the encounter the enemy leader retreats to a second, better prepared chamber. An ornate balcony overlooks the main area. Afterwards prisoners thank the characters for freeing them
Finally. There is a dark revelation about a legend.

the Realm of the Gilded Lady


First Area. The entrance is a well. The entrance requires a special phrase to open
Area 2. An unhappy but powerful guardian gives hints to another way past it
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. They find out the enemy leader was important to the group in some way.

the Dungeons of the Poisonous Triad


First Area. The entrance is at bottom of a lake. A creature has made their lair at the entrance
Area 2. The entrance is guarded by one or more creatures
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 an altar to a dark power. Afterwards prisoners thank the characters for freeing them
Finally. A divine creature comes to talk to them in some way.

the Citadel of Secrets


First Area. The entrance is an area of mist. A group of guardians guard the entrance
Area 2. An underling who can be talked into betraying their boss
Area 3. A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. The enemy leader appears to fear one of the characters and targets them first. A large summoning circle dominates the room. Afterwards prisoners thank the characters for freeing them
Finally. A strong final guardian lets them take a small reward or fight them for everything.

Stormblade Well


First Area. The entrance is a giant monster skull. The entrance is guarded by a creature who can sound an alarm
Area 2. An rival or servant of the inhabitants willing to help them for the right price
Area 3. Dangerous debris from a collapse covers a trap
Showdown. The lair is trapped and the enemy leader can move around without setting traps off. A dangerous pet lives here in a fancy lair. The enemy leader tries to stall the characters because a device is powering up
Finally. A captive that they rescue wasn't kidnapped but wanted to be here and is angry.

the Shadowed Barrow of Desolation


First Area. The entrance is at the bottom of a deep pit. The entrance is easy for inhabitants to pass through but not others
Area 2. An NPC they know but not expected here betraying PCs
Area 3. Ghosts acting out former lives. If observed secrets revealed about dungeon or inhabitants. And...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 bridge over something perilous. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. There is another guardian in the treasure container.

the Insidious Lodge of Sunwick


First Area. The entrance is a magic portal concealed by illusion. A powerful guardian guards the entrance
Area 2. A powerful creature it is better to befriend than fight
Area 3. Dangerous debris from a collapse covers a secret way into the Showdown
Showdown. The enemy leader has some weaknesses and there were clues to these in previous areas. Something is heated in a large metal cauldron. The enemy leader starts off peaceful but becomes more and more angry as they talk
Finally. There is a dark revelation about a personality.

Goldgaze Mines


First Area. The entrance is a whirlpool. The entrance is easy for inhabitants to pass through but not others
Area 2. Lighting a particular candle reveals the way ahead
Area 3. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. A large fountain sits central to the area. Afterwards prisoners are angry with the characters for some reason
Finally. A rival enters and tries to steal the reward.

the Unknown Palace of Ice


First Area. The entrance is a building. The entrance requires a special key or item to open
Area 2. A magical puzzle that if solved can give a special blessing or reward
Area 3. The entrance is guarded by a group of creatures who can sound an alarm
Showdown. The enemy leader has some weaknesses and there were clues to these in previous areas. There is a statue to a dark power. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. The enemy leader returns to fight them as a familiar.