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 Fallen Maze of Liar's Springs


First Area. The entrance is a passage at the bottom of a well. A group of guardians guard the entrance
Area 2. The guardian of the bridge requests a toll to pass
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 awaits them in a defensive chamber. Careful characters will find preparations are not ready. A large fountain sits central to the area. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. Bonus treasure is uncovered that leads elsewhere. a treasure map.

the Accursed Asylum of Spellfast


First Area. The entrance is via carved steps. A group of guardians about to be relieved by others
Area 2. The guardian of the bridge requests a toll to pass
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 set traps off at opportune moments. There are several ledges holding minions with missile weapons. Afterwards prisoners thank the characters for freeing them
Finally. Find NPC prisoners, one of which is a shapeshifter.

the Bastion of the Unknown


First Area. The entrance is a summoning circle. The entrance is easy for inhabitants to pass through but not others
Area 2. A group of guardians guard the entrance
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. There is a bridge over something perilous. The enemy leader demands to know who the group are and why they are disturbing them
Finally. More opponents ambush them as they are weakened from the Showdown.

the Black Aerie of Slaughter


First Area. The entrance is at the bottom of a lake or pool. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Area 2. A very powerful creature that must be befriended to pass on
Area 3. There is a warning system here. If it is activated things get harder in the Showdown
Showdown. Shortly into the encounter the enemy leader retreats to a second, better prepared chamber. An ornate balcony overlooks the main area. The enemy leader recognises a character and tries to get them to leave
Finally. A strong final guardian lets them take a small reward or fight them for everything.

the Sunless Catacombs of Pain


First Area. The entrance is a large pair of gates watched by 6 oversized statues. Multiple exits leading away. The real entrance is untrapped
Area 2. A creature has made their lair at the entrance
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 move around without setting traps off. There is a prominent statue or throne here. The enemy leader tries to stall the characters because minions need time to finish preparations
Finally. Find NPC prisoners, one of which is a shapeshifter.

Fireclaw Hall


First Area. The entrance is a sinkhole. A group of guardians guard the entrance
Area 2. A temple or shrine here requires prayers to pass through
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 has an unexpected ally. A large fountain sits central to the area. Halfway through the enemy leader tries to stall for time so they can escape
Finally. There is another guardian in the hoard.

the Fane of Mirrors


First Area. The entrance is at the base of a giant tree. The entrance has a physical challenge to overcome to gain entry
Area 2. The guardian of the bridge requests a toll to pass
Area 3. A dangerous group of inhabitants are here. Possibly forewarned of the PCs if they haven't been careful
Showdown. The enemy leader appears to hate one of the characters and targets them first. An ornate balcony overlooks the main area. Halfway through the enemy leader tries to stall for time so they can escape
Finally. Bonus treasure is uncovered that leads elsewhere. a deed to some land.

the Elemental Shrine of Beggar's Woods


First Area. The entrance is underneath a civilised structure. The entrance is a temple who inhabitants are unwilling to let intruders through
Area 2. A mass of vermin or pests that retreat from something - maybe heavy footsteps?
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 series of steps lead to a raised platform. A minion demands to know what reason they have for attacking the enemy leader
Finally. A prophecy comes true, just not in the way they expected.

the Pillars of the Void


First Area. The entrance is a mausoleum. The entrance is guarded by a group of creatures who can sound an alarm
Area 2. A mad NPC is trapped here. If they helped they provide vital information
Area 3. There is a one-way exit here back to the main entrance (teleporter/chute/fast-flowing river/one-way door)
Showdown. There are two enemy leaders here working in partnership. One flees or surrenders when the other falls. A magical portal dominates one wall. The enemy leader tries to give a speech before dealing with PCs
Finally. The inhabitants were stopping a great evil from escaping.

the Court of the Celestial Triad


First Area. The entrance is a building. A group of guardians about to be relieved by others
Area 2. An NPC they know but not expected here as ally to inhabitants
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 piece of equipment. There are many fungi here. Afterwards prisoners are offer to reward characters if they release them
Finally. Several minions also try to leave with parts of the treasure.