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


Eversong Isle


First Area. The entrance is at top of a pyramid . A group of guardians about to be relieved by others
Area 2. Ghosts acting out former lives. If observed secrets revealed about dungeon or inhabitants
Area 3. A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. The enemy leader reveals a person of great value and threatens to destroy it. Something is heated in a large metal cauldron. Afterwards prisoners are angry with the characters for some reason
Finally. Several minions also try to leave with parts of the treasure.

the Vault of Doom


First Area. The entrance is at the bottom of a lake or pool. Appears unguarded but a hidden ambush awaits
Area 2. An rival or servant of the inhabitants willing to help them for the right price
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 tries to settle things in an unusual way such as a duel. There is a bridge over something perilous. A minion demands to know what reason they have for attacking the enemy leader
Finally. The enemy leader returns to fight them as a ghost.

the Solar Well of Phantasms


First Area. The entrance is underneath a civilised structure. A creature has made their lair at the entrance
Area 2. A temple or shrine here requires a sacrifice to pass through
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 underlings attack while they look on from a suitable vantage point. A dangerous pet lives here in a fancy lair. The enemy leader recognises a character and tries to switch sides
Finally. A captive that they rescue wasn't kidnapped but wanted to be here and is confused.

Brokenmist Wood


First Area. The entrance is underneath a civilised structure. A group of guardians about to be relieved by others
Area 2. A temple or shrine here requires a donation to pass through
Area 3. There is a warning system here. If it is activated things get harder in the Showdown
Showdown. The enemy has an unexpected ally. There is a large pool of water. Halfway through the enemy leader tries to stall for time for reinforcements
Finally. A trap is sprung, resetting the Showdown area.

the Vaults of the Monstrous Warlock


First Area. The entrance is a sinkhole. The entrance has a magical ward
Area 2. A mad NPC is trapped here. If they helped they provide vital information
Area 3. A group of guardians guard the entrance
Showdown. The enemy has an unexpected pet. There is a bridge over something perilous. The enemy leader demands to know who the group are and why they are disturbing them
Finally. A trap is sprung, resetting the Showdown area.

the Quarry of the Marble Twins


First Area. The entrance is a pool of water. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Area 2. The guardian of the bridge requests a toll to pass
Area 3. Dangerous debris from a collapse covers a secret way into the Showdown
Showdown. The enemy leader reveals an item of great value and threatens to put it out of the characters reach. There is a large pool of water. Afterwards prisoners are angry with the characters for some reason
Finally. They find out the enemy leader was important to the group in some way.

Runemark Shrine


First Area. The entrance is a river entrance. A group of guardians about to be relieved by others
Area 2. A complex mechanism of moving sections that blocks their path
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. There are several ledges holding minions with missile weapons. The enemy leader tries to give a speech before dealing with PCs
Finally. More opponents ambush them as they are weakened from the Showdown.

the Warrens of Dark Phantasms


First Area. The entrance is at bottom of a lake. The entrance has a deadly trap
Area 2. A ghost who can reveal dungeon secrets if they can set it to rest or agree to
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 an unusual magic item. There is a prominent statue or throne here. Before confrontation, a herald speaks for the enemy leader, conveying their wishes to the group
Finally. There is a revelation of a more powerful creature that manipulated the creatures here.

The Luminous Sanctum


First Area. The entrance is a rune-covered stone. A powerful guardian guards the entrance
Area 2. A creature which can give token required for easy entry further on
Area 3. There is a warning system here. If it is activated things get harder in the Showdown
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. A series of steps lead to a raised platform. 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.

Coldwood Watch


First Area. The entrance is a frozen archway. The entrance has a physical challenge to overcome to gain entry
Area 2. The entrance is guarded by a group of creatures who can sound an alarm
Area 3. The main villain has been found, but it's actually a decoy shapeshifter
Showdown. The enemy leader has an unusual piece of equipment. There is a bridge over something perilous. Afterwards prisoners are reluctant to leave
Finally. The inhabitants were stopping a great evil from escaping.