# A DM’s Guide to the 5 Room Dungeon

URL:: https://blackcitadelrpg.com/5-room-dungeon/
Author:: Harry
## Highlights
> If you want an example of a short, compact adventure that puts minimal stress on the DM, check out *The Accursed Crypt Beneath Cold Moon Isle*, Black Citadel’s own adventure that’s [available for free right here](https://blackcitadelrpg.com/adventures/the-accursed-crypt-beneath-cold-moon-isle/). ([View Highlight](https://read.readwise.io/read/01gnt54f8c5wjetgbtvbvxmzng))
> Originally published back in 2006, the Five Room Dungeon is a GM prep-and-writing technique developed by [Johnn Four at Roleplaying Tips](https://www.roleplayingtips.com/5-room-dungeons/), who expounds the Five Room Dungeon as being able to slot into any environment, short, quick to plan, easy to polish, easy to move around, and flexible. ([View Highlight](https://read.readwise.io/read/01gnt54n2v6nw6qjz91bvxnm2r))
> Room One: The Entrance and Guardian ([View Highlight](https://read.readwise.io/read/01gnt54w311x2779m7p7s2fj7p))
> The purpose of this room, other than a “crossing the threshold” moment, is to serve as an initial test that sets up the dungeon. ([View Highlight](https://read.readwise.io/read/01gnt552d2fe8htwse1hsncd7b))
> Room Two: The Puzzle ([View Highlight](https://read.readwise.io/read/01gnt55jgeg3a4j0ncb5ec79gy))
> Room Three: The Setback ([View Highlight](https://read.readwise.io/read/01gnt55v2nahczkpkd69e6y2hs))
> It’s the moment when your assumptions about the world are flipped upside down — when what you thought you knew about the dungeon and the way it worked are shifted, recontextualized or even turned on their head. ([View Highlight](https://read.readwise.io/read/01gnt55ze0e8yn96cfhaavkmm6))
> Room Four: The Battle ([View Highlight](https://read.readwise.io/read/01gnt567yw782rc2sfjqwvx44m))
> This is the big one: the main event, and hopefully the climactic, memorable finale of your dungeon. ([View Highlight](https://read.readwise.io/read/01gnt56ae8v8e96pr7jpss3hns))
> Lastly, a good battle also ends with roleplay: give a villain a dying dig at a hero for being less heroic than they think they are, or give the heroes a moment to talk to a dying ally. Pathos is the sour that makes all that sweet kicking and punching work. ([View Highlight](https://read.readwise.io/read/01gnt56j22q97s83b1j8d605tb))
> Room Five: The Reward (and the Revelation) ([View Highlight](https://read.readwise.io/read/01gnt56manfkwyjmz44gwqpg1d))
> However, revealing a new implication of acquiring their reward or a new threat looming on the horizon is great. ([View Highlight](https://read.readwise.io/read/01gnt56zxz8r9mxn1rz45x72rm))
> It also can be a little repetitive (and simply putting the rooms in different order only gets you so far), so it’s probably not something you want to rely on exclusively. ([View Highlight](https://read.readwise.io/read/01gnt577p1sw6sh5a5487kfkrs))
---
Title: A DM’s Guide to the 5 Room Dungeon
Author: Harry
Tags: readwise, articles
date: 2024-01-30
---
# A DM’s Guide to the 5 Room Dungeon

URL:: https://blackcitadelrpg.com/5-room-dungeon/
Author:: Harry
## AI-Generated Summary
Our guide to the 5 room dungeon philosophy in DnD 5e, how they work, why they're good, and how to make your own from nothing.
## Highlights
> If you want an example of a short, compact adventure that puts minimal stress on the DM, check out *The Accursed Crypt Beneath Cold Moon Isle*, Black Citadel’s own adventure that’s [available for free right here](https://blackcitadelrpg.com/adventures/the-accursed-crypt-beneath-cold-moon-isle/). ([View Highlight](https://read.readwise.io/read/01gnt54f8c5wjetgbtvbvxmzng))
> Originally published back in 2006, the Five Room Dungeon is a GM prep-and-writing technique developed by [Johnn Four at Roleplaying Tips](https://www.roleplayingtips.com/5-room-dungeons/), who expounds the Five Room Dungeon as being able to slot into any environment, short, quick to plan, easy to polish, easy to move around, and flexible. ([View Highlight](https://read.readwise.io/read/01gnt54n2v6nw6qjz91bvxnm2r))
> Room One: The Entrance and Guardian ([View Highlight](https://read.readwise.io/read/01gnt54w311x2779m7p7s2fj7p))
> The purpose of this room, other than a “crossing the threshold” moment, is to serve as an initial test that sets up the dungeon. ([View Highlight](https://read.readwise.io/read/01gnt552d2fe8htwse1hsncd7b))
> Room Two: The Puzzle ([View Highlight](https://read.readwise.io/read/01gnt55jgeg3a4j0ncb5ec79gy))
> Room Three: The Setback ([View Highlight](https://read.readwise.io/read/01gnt55v2nahczkpkd69e6y2hs))
> It’s the moment when your assumptions about the world are flipped upside down — when what you thought you knew about the dungeon and the way it worked are shifted, recontextualized or even turned on their head. ([View Highlight](https://read.readwise.io/read/01gnt55ze0e8yn96cfhaavkmm6))
> Room Four: The Battle ([View Highlight](https://read.readwise.io/read/01gnt567yw782rc2sfjqwvx44m))
> This is the big one: the main event, and hopefully the climactic, memorable finale of your dungeon. ([View Highlight](https://read.readwise.io/read/01gnt56ae8v8e96pr7jpss3hns))
> Lastly, a good battle also ends with roleplay: give a villain a dying dig at a hero for being less heroic than they think they are, or give the heroes a moment to talk to a dying ally. Pathos is the sour that makes all that sweet kicking and punching work. ([View Highlight](https://read.readwise.io/read/01gnt56j22q97s83b1j8d605tb))
> Room Five: The Reward (and the Revelation) ([View Highlight](https://read.readwise.io/read/01gnt56manfkwyjmz44gwqpg1d))
> However, revealing a new implication of acquiring their reward or a new threat looming on the horizon is great. ([View Highlight](https://read.readwise.io/read/01gnt56zxz8r9mxn1rz45x72rm))
> It also can be a little repetitive (and simply putting the rooms in different order only gets you so far), so it’s probably not something you want to rely on exclusively. ([View Highlight](https://read.readwise.io/read/01gnt577p1sw6sh5a5487kfkrs))