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.


The Elemental Tomb


First Area. The entrance is a metal door concealed by illusion. A group of creatures have made their lair at the entrance
Area 2. A magical puzzle that must be solved to avoid setting off an alarm
Area 3. Dangerous debris from a collapse covers a secret way into the Showdown
Showdown. The enemy leader has an unexpected magic item. A large fountain sits central to the 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.

the Fane of Fire


First Area. The entrance is under a rock formation. One or more sentries are on watch, part of a larger group off in a side chamber
Area 2. A powerful guardian guards the entrance
Area 3. New information here points to a greater conflict happening here that this is just a part of
Showdown. The enemy leader awaits them in a defensive chamber. Careful characters will find preparations are not ready. A large fire is burning away. Afterwards prisoners are offer to reward characters if they release them
Finally. They find out the enemy leader was important to the group in some way.

the Asylum of Spirits


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. Lighting a particular beacon reveals the way ahead
Area 3. A dangerous group of inhabitants are here. Possibly forewarned of the PCs if they haven't been careful
Showdown. The enemy leader awaits them in a defensive chamber. Careful characters will find preparations are not ready. A large cage or mechanical device dominates one corner. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. A prophecy comes true, just not in the way they expected.

the Lodge of the Illuminated Lord


First Area. The entrance is a wine cellar. The entrance is hazardous and requires special skills or equipment to bypass
Area 2. The guardian of the bridge requests a toll to pass
Area 3. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Showdown. The enemy leader appears to hate one of the characters and targets them first. Mirrors or chains line the walls. The enemy leader gives some parting words before dying
Finally. A rival enters and tries to steal the reward.

The Planar Lodge


First Area. The entrance is a magic mirror. The entrance has a physical challenge to overcome to gain entry
Area 2. A mass of vermin or pests that retreat from something - maybe open flames?
Area 3. The entrance is guarded by one or more creatures
Showdown. The enemy has an unusual pet. A large summoning circle dominates the room. Halfway through the enemy leader tries to stall for time so they can escape
Finally. A captive that they rescue wasn't kidnapped but wanted to be here and is confused.

The Monstrous Hall


First Area. The entrance is over a rope bridge. The entrance is hazardous and requires special skills or equipment to bypass
Area 2. A magical puzzle that must be solved to avoid setting off an alarm
Area 3. A group of guardians guard the entrance
Showdown. The enemy leader has unusual special power. A large summoning circle dominates the room. The enemy leader talks to the characters, trying to get news or information from them
Finally. The inhabitants were guarding some sort of magical portal.

the Mountain of the Magnificent Lord


First Area. The entrance is over a rope bridge. The entrance is guarded by one or more creatures
Area 2. One or more sentries are on watch, part of a larger group off in a side chamber
Area 3. The inhabitants are playing an unusual and dangerous game
Showdown. Shortly into the encounter the enemy leader retreats to a second, better prepared chamber. A large summoning circle dominates the room. Halfway through the enemy leader tries to stall for time so they can escape
Finally. A rival enters and tries to steal the reward.

the Realm of the Fallen Cult


First Area. The entrance is at the bottom of a well. A group of creatures have made their lair at the entrance
Area 2. An rival or servant of the inhabitants willing to help them for the right price
Area 3. Hostages or prisoners who are enemies in disguise
Showdown. The enemy leader has unusual special power. There is a bridge over something perilous. 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 Shadowed Manor of Bone


First Area. The entrance is a cave only revealed by low water levels. The entrance has a physical challenge to overcome to gain entry
Area 2. A powerful guardian guards the entrance
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. There is a prominent statue or throne here. The enemy leader talks to the characters, trying to get news or information from them
Finally. Find NPC prisoners, one of which is a shapeshifter.

the Emerald Haven of Brightguard


First Area. The entrance is at bottom of a lake. The entrance is guarded by one or more creatures
Area 2. A group of guardians about to be relieved by others
Area 3. Hostages or prisoners who demand/plead to be taken back immediately (for good reason)
Showdown. The enemy has an unusual pet. There is an altar to a dark power. 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.