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


Lowgaze Labyrinth


First Area. The entrance is a carved dragon mouth. There are multiple entrances and only one of them leads to the true dungeon
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 has an unusual ally. There is an altar to a dark power. The enemy leader talks to the characters, trying to get news or information from them
Finally. There is another guardian in the hoard.

Dawnforge Heart


First Area. The entrance is a giant monster skull. A group of creatures have made their lair at the entrance
Area 2. A group of guardians guard the entrance
Area 3. Dangerous debris from a collapse covers a trap
Showdown. The enemy leader has underlings attack while they look on from a suitable vantage point. There is a statue to a dark power. Halfway through the enemy leader begs for mercy
Finally. The enemy leader returns to fight them as a familiar.

The Sunless Dungeons


First Area. The entrance is a summoning circle. One or more sentries are on watch, part of a larger group off in a side chamber
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 portal out of here a sphere of solid force entraps them for a while and sounds an alarm
Showdown. The enemy has an unexpected pet. A large cage or mechanical device dominates one corner. Afterwards other minions offer to show hidden treasure if shown mercy
Finally. Bonus treasure is uncovered that leads elsewhere. a treasure map.

Oldshade Vaults


First Area. The entrance is a ruined road into an ivy covered hole. The entrance is guarded by one or more creatures
Area 2. A ghost who can reveal dungeon secrets if they can set it to rest or agree to
Area 3. The main villain has been found, but it's actually a decoy illusion
Showdown. The enemy leader has an unusual piece of equipment. There are many plants here. The enemy leader tries to stall the characters because minions need time to finish preparations
Finally. A rival enters and tries to steal the reward.

the Forge of the White Chicken


First Area. The entrance is a pool of water. A creature has made their lair at the entrance
Area 2. The guardian of the bridge requests a toll to pass
Area 3. New information here points to a greater conflict happening here that this is just a part of
Showdown. The enemy leader is weaker than expected and an underling is revealed as the big threat. There is a covered pit with a dangerous liquid within. The enemy leader recognises a character and tries to get them to leave
Finally. There is another guardian in the treasure container.

the Ruined City of Serpentfell


First Area. The entrance is the basement of a mansion. The entrance has a magical ward designed to scare creatures away
Area 2. An NPC they know but not expected here - maybe lost
Area 3. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Showdown. The enemy leader has a pet, a trap and a magic item all following the same theme. A dangerous pet lives here in a fancy lair. Afterwards a minion comes out of an enchantment
Finally. There is treasure to be had but it is dangerous to get because of an obvious guardian.

the Labyrinth of Phantasms


First Area. The entrance is in the basement of a mansion. One or more sentries are on watch, part of a larger group off in a side chamber
Area 2. A very powerful creature that must be befriended to pass on
Area 3. If the group break the portal out of here a sphere of solid force entraps them for a while and sounds an alarm
Showdown. The enemy leader awaits them in a defensive chamber. Careful characters will find preparations are not ready. There is an open pit with nasties within. Afterwards the enemy leader returns as a ghost and swears vengeance
Finally. They find out the enemy leader was important to the group in some way.

the Shrine of the Wonderful Warlock


First Area. The entrance is an ancient door carved with warnings. The entrance is a fake and one large trap. The real entrance is hidden nearby
Area 2. An unhappy but powerful guardian gives hints to another way past it
Area 3. A creature has made their lair at the entrance
Showdown. The enemy leader reveals a person of great value and threatens to put it out of the characters reach. A series of steps lead to a raised platform. The enemy leader gives some last words before leaving
Finally. There is another guardian in the treasure container.

the Hill of Evil


First Area. The entrance is a well. The "entrance" is fake and leads to a monster lair. The real entrance is hidden nearby
Area 2. An NPC they know but not expected here betraying PCs
Area 3. Hostages or prisoners who are enemies in disguise
Showdown. The enemy leader tries to settle things in an unusual way such as a deal. There are many plants here. The enemy leader recognises a character and tries to get them to leave
Finally. Find NPC prisoners, one of which is a shapeshifter.

the Haven of the Illuminated Lord


First Area. The entrance is an animal cave. The entrance is guarded by one or more creatures
Area 2. The entrance is guarded by one or more creatures
Area 3. If the group break the portal out of here a sphere of solid force entraps them for a while and sounds an alarm
Showdown. The enemy leader has a champion that fights the characters first. There is a moving platform of some kind here. A minion demands to know what reason they have for attacking the enemy leader
Finally. More opponents take advantage as they are weakened from the Showdown.