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. [fantasy] [dungeon]


the Broken Catacombs of Moremore


First Area. The entrance is a chimney. The entrance has a magical ward
Area 2. A mad NPC is trapped here. If they helped they provide vital information
Area 3. A creature has made their lair at the entrance
Showdown. The enemy leader awaits them in a defensive chamber. Careful characters will find preparations are not ready. There is a bridge over something perilous. Afterwards prisoners are angry with the characters for some reason
Finally. There is another guardian in the treasure container.

the Infernal Pyramid of Grimshield


First Area. The entrance is the basement of a mansion. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Area 2. A mass of vermin or pests that retreat from something - maybe heavy footsteps?
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 fountain sits central to the area. The enemy leader tries to give a speech before dealing with PCs
Finally. A trap is sprung, resetting the Showdown area.

the Well of the Insidious Dead


First Area. The entrance is a river entrance. 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 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. A large fountain sits central to the area. The enemy leader tries to stall the characters because minions need time to hide a prisoner
Finally. The inhabitants were stopping a great evil from escaping.

The Unknown Beacon


First Area. The entrance is at bottom of a lake. The entrance has a magical ward
Area 2. A magical puzzle floor geometric patterns
Area 3. A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. The enemy has an unusual ally. A large summoning circle dominates the room. Halfway through the enemy leader begs for mercy
Finally. A strong final guardian lets them take a small reward or fight them for everything.

the Chambers of the Lost Cult


First Area. The entrance is a ventilation shaft. The entrance has a physical challenge to overcome to gain entry
Area 2. An NPC they know but not expected here - maybe working here
Area 3. The entrance is guarded by a creature who can sound an alarm
Showdown. The enemy leader has some weaknesses and there were clues to these in previous areas. There is a prominent statue or throne here. Afterwards the enemy leader returns as through a minion and swears vengeance
Finally. A prophecy comes true, just not in the way they expected.

the Sanctum of Slaughter


First Area. The entrance is via carved steps. A group of guardians about to be relieved by others
Area 2. A mass of vermin or pests that retreat from something - maybe open flames?
Area 3. A famous site has been found, but it's actually a fake or decoy
Showdown. There are two enemy leaders here working in partnership. their life forces are linked. There are several ledges holding minions with missile weapons. Halfway through the enemy leader begs for mercy
Finally. A strong final guardian lets them take a small reward or fight them for everything.

Fellweb Aerie


First Area. The entrance is a mineshaft concealed by foliage. A powerful guardian guards the entrance
Area 2. A ghost who can reveal dungeon secrets if they can set it to rest or agree to
Area 3. If the group break the door out of here a sphere of solid force entraps them for a while and sounds an alarm
Showdown. The enemy has an unexpected ally. An ornate balcony overlooks the main area. The enemy leader starts off peaceful but becomes more and more angry as they talk
Finally. A strong final guardian lets them take a small reward or fight them for everything.

the Sanctuary of the Barren Angel


First Area. The entrance is a frozen archway. The entrance has a magical ward
Area 2. A magical puzzle that if solved can give a special blessing or reward
Area 3. A group of creatures have made their lair at the entrance
Showdown. The enemy leader has unexpected special power. There is a statue to a dark power. 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 Black Lake of Lostforge


First Area. The entrance is a fountain down into an underground river. The entrance is hazardous and requires special skills or equipment to bypass
Area 2. An rival or servant of the inhabitants willing to help them for the right price
Area 3. A powerful guardian guards the entrance
Showdown. The enemy leader has an unusual piece of equipment. A series of steps lead to a raised platform. The enemy leader recognises a character and tries to switch sides
Finally. Find NPC prisoners, one of which is a shapeshifter.

the Watch of the Haunted Lover


First Area. The entrance is a pool of water. The entrance is guarded by one or more creatures
Area 2. A guardian creature with a riddle/challenge to solve to pass on
Area 3. A famous site has been found, but it's actually a fake or decoy
Showdown. The enemy leader appears to fear one of the characters and targets them first. A magical portal dominates one wall. A minion demands to know what reason they have for attacking the enemy leader
Finally. The inhabitants were stopping a great evil from escaping.