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