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


Everfast Haven


First Area. The entrance is a magic mirror. A powerful guardian guards the entrance
Area 2. A powerful creature it is better to befriend than fight
Area 3. Hostages or prisoners who are enemies in disguise
Showdown. There are two enemy leaders here working in partnership. One flees or surrenders when the other falls. A dangerous pet lives here in a fancy lair. Afterwards surviving minions beg for mercy
Finally. Find NPC prisoners, one of which is a shapeshifter.

Wickskull Tomb


First Area. The entrance is a passage at the bottom of a well. The entrance is guarded by a creature who can sound an alarm
Area 2. A creature has made their lair at the entrance
Area 3. Hostages or prisoners who demand/plead to be taken back immediately (for good reason)
Showdown. The enemy has an unusual pet. An ornate balcony overlooks the main area. Halfway through the enemy leader tries to come to an agreement
Finally. There is treasure to be had but it is dangerous to get because of a lava lake.

the Depths of Plumhome


First Area. The entrance is an animal cave. A creature has made their lair at the entrance
Area 2. A temple or shrine here requires a donation to pass through
Area 3. An NPC that came with them betrays them in some way
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. A large cage or mechanical device dominates one corner. A minion demands to know what reason they have for attacking the enemy leader
Finally. More opponents ambush them as they are weakened from the Showdown.

the Maze of Torment


First Area. The entrance is a cave only revealed by low water levels. 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 high pitched noise?
Area 3. A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. The enemy leader has a champion that fights the characters first. Mirrors or chains line the walls. The enemy leader gives some last words before leaving
Finally. Find NPC prisoners, one of which is a shapeshifter.

the Mill of Frost


First Area. The entrance is a summoning circle. The entrance has a physical challenge to overcome to gain entry
Area 2. An rival or servant of the inhabitants willing to help them for the right price
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 a champion that fights the characters first. Mirrors or chains line the walls. Afterwards surviving minions beg for mercy
Finally. A captive that they rescue wasn't kidnapped but wanted to be here and is angry.

The Eternal Hold


First Area. The entrance is a worked circlet of metal with runes. A group of creatures have made their lair at the entrance
Area 2. A very powerful creature that must be befriended to pass on
Area 3. A group of hostile inhabitants with the same weaknesses as the Showdown challenge
Showdown. The enemy leader has unusual special power. A series of steps lead to a raised platform. Afterwards a NPC comes out of an enchantment
Finally. There is another guardian in the treasure container.

the Lair of Necromancy


First Area. The entrance is an animal cave. A group of guardians guard the entrance
Area 2. A mad NPC is trapped here. If they helped they provide vital information
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 wager. There is an altar 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 Mill of the Dark One


First Area. The entrance is at the bottom of a deep pit. The entrance has a physical challenge to overcome to gain entry
Area 2. A magical puzzle floor game board
Area 3. The entrance is guarded by one or more creatures
Showdown. There are two enemy leaders here working in partnership. They hate each other.. A large fountain sits central to the area. The enemy leader talks to the characters, trying to get news or information from them
Finally. There is another guardian in the hoard.

the Halls of Belwith


First Area. The entrance is a sinkhole. A creature has made their lair at the entrance
Area 2. A mad NPC is trapped here. If they helped they provide vital information
Area 3. Dangerous debris from a collapse covers a trap
Showdown. The enemy leader has a champion that fights the characters first. There is a covered pit with nasties within. The enemy leader talks to the characters, trying to get news or information from them
Finally. They find out the enemy leader was important to the group in some way.

the Island of Horrors


First Area. The entrance is a frozen archway. The entrance has a deadly trap
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 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 for reinforcements
Finally. Several minions also try to leave with parts of the treasure.