Deeper in is a maze of dangerous tunnels...but Old Snarl can map a safe route for the right price. It take them almost to the villain's lair, where several large ogres guard a bronze gong. An alarm for the villain no doubt
Can they stop the gong sounding to surprise their final foe?
Generated from the Puzzle or Roleplaying Challenge (roll of 9, A creature which can give token required for easy entry further on) and Trick or Setback tables below (roll of 11, There is a warning system here. If it is activated things get harder in the Showdown).
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Room 2 and 3 of the 5-Room Dungeon
Here you continue the journey of the 5-room dungeon after the Entrance table for Room 1.
Rooms 2 of the five room dungeon should have a non-combat, to challenge those who prefer not to be fighting all the time.
If the entrance challenge was a non-combat challenge then Room 2 could be replaced by an Entrance roll or supplemented by something to fight.
Of course, many of the challenges can be solved by hacking...and that's ok.
Room 3 is a Trick or Setback. The pace changes here and there is a twist of some kind.
The table focuses on surprises, things going wrong or using up resources in preparation for Room 4.
5 Room Dungeon tables - entrance | puzzles & setbacks | showdown | revelation or twist
Puzzle or Roleplaying Challenge
1d8+1d12 | Puzzle or Roleplaying Challenge |
---|---|
2 | Lighting a particular candle/torch/shrine reveals the way ahead |
3 | A very powerful creature that must be befriended to pass on |
4 | A magical puzzle that must be solved to avoid setting off an alarm |
5 | A ghost who can reveal dungeon secrets if they can set it to rest or agree to |
6 | A guardian creature with a riddle/challenge to solve to pass on |
7 | A dangerous trap that the inhabitants can ignore |
8 | A mass of vermin or pests that retreat from something (open flames, loud singing, etc |
9 | A creature which can give password/token/document/map required for easy entry further on |
10 | An rival or servant of the inhabitants willing to help them for the right price |
11 | A powerful creature it is better to befriend than fight |
12 | An NPC they know but not expected here as a prisoner/hostage/lost |
13 | A temple or shrine here requires prayers/a sacrifice/a donation to pass through |
14 | An NPC they know but not expected here as an informant/ally to inhabitants/betraying PCs |
15 | Allies of the inhabitants who can be talked into ignoring or aiding PCs |
16 | A complex mechanism of moving sections that blocks their path |
17 | A magical puzzle floor (such as a chessboard with special squares) |
18 | Ghosts acting out former lives. If observed secrets revealed about dungeon or inhabitants |
19 | An unhappy but powerful guardian gives hints to another way past it |
20 | A mad NPC is trapped here. If they can cure or help them they provide vital information |
Trick or Setback...
1d8+1d12 | Trick or Setback... |
---|---|
2 | One of the PCs or an NPC gets separated from the party by a trap or creature |
3 | Roll on table for Room 2: Puzzle/Roleplaying Challenge and combine with 2nd roll from this table |
4 | There is a dangerous trap here. If triggered it also forewarns the Showdown challenge. |
5 | Dangerous debris from a collapse covers a secret way into Room 4 |
6 | Hostages or prisoners who are enemies in disguise |
7 | Dangerous debris from a collapse covers a trap |
8 | A dangerous group of inhabitants are here. Possibly forewarned of the PCs if they haven't been careful |
9 | A group of hostile inhabitants with the same weaknesses as the Showdown challenge |
10 | Hostages or prisoners who demand/plead to be taken back immediately (for good reason) |
11 | There is a warning system here. If it is activated things get harder in the Showdown |
12 | They find the way to their main objective but to get through requires something from elsewhere in the dungeon |
13 | An NPC that came with them betrays them in some way |
14 | There is a one-way exit here back to the main entrance (teleporter/chute/fast-flowing river/one-way door) |
15 | The main villain has been found, but it's actually a decoy shapeshifter/twin/simulacrum/illusion |
16 | There is an item that can help in the Showdown but it is broken/cursed or had parts missing |
17 | The inhabitants are playing an unusual and dangerous game |
18 | A famous site has been found, but it's actually a fake or decoy |
19 | New information here points to a greater conflict happening here that this is just a part of |
20 | If the PCs break the door/portal out of here a sphere of solid force entraps them for a while and sounds an alarm |
The 5-Room Adventure Generator
These tables are inspired from my 5 Room Adventure generator at EN World. You can find out more on Patreon and find me on Twitter @ChaosGenerators