Quest - Five Room Dungeon

Original Quest from September 3, 2007 to September 26, 2007

In association with Johnn Four, and all the fine folks subscribed to his Roleplaying Tips Weekly mailing list at, we bring you our first collaborative Quest.

Room One: Entrance and Guardian - There needs to be a reason why your dungeon hasn’t been plundered or why your adventurers are the ones for the job.

Room Two: Puzzle or Roleplaying Challenge - A trial that cannot be solved by steel alone.

Room Three: Trick or Setback - Build tension through tricks and setbacks and give them a double-dose of gameplay such as more combat or another roleplaying challenge.

Room Four: Climax, Big Battle or Conflict - The final combat or conflict of the dungeon.

Room Five: Reward, Revelation, Plot Twist - The dungeon is complete but what is it about this dungeon that made it different or memorable. What kind of mystery have they discovered, what kind of reward have they won, and what kind of information have they recovered?

Read Johnn's Full Article: 5 Room Dungeons for more tips and thoughts on how to write one, an example is the Library of the Ancients.

Submissions to the quest will each earn an extra 15XP can be inputted on the site as normal or can be emailed to Johnn at

Prizes for this quest include a D&D Icons Gargantuan Black dragon from Legend Games, MyInfo Personal Reference Software licenses from Milenix Software, DCC #46 Book of Treasure Maps – DCC #$7 Tears of the Genie - #50 Vault of the Iron Overlord from Goodman Games, and 1 on 1 Adventures #5 Vale of the Sepulcher - #6 Shroud of Olindor - #7 Eyes of the Dragon - #8 Blood Brothers - Advanced Adventures #3 Curse of the Witch Head from Expeditious Retreat Press. Winners for these prizes will be chose randomly so every submission has an equal chance of winning. Also, all the quest submissions will be combined and edited with what the folks at Roleplaying Tips come up with and they all will be offered back to the community.

First Time Visitors Quick instructions for joining and inputting a quest. For a more comprehensive, if verbose, overview of the sight take a look at Citadel Explained.

------------ Strolen's Citadel Quest, Five Room Dungeon was an awesome collaborative success. The total amount of quest submissions between Johnn's Roleplaying Tips and the Citadel was a whopping 87 Five Room Dungeons! The winners of this set were chosen randomly so congratulations to all. But here are those that won a gift from the sponsors: Gillian Wiseman Tyler Turner Nik Palmer Daniel Burrage Uri Lifshitz Clayton Blanchard Jean-Christophe Pelletier Jason Kemp Pirate Queen Wulfhere Valadaar Thewizard63 Congratulations to Everybody!!!

Quest Winners

Official Quest Entries

September 4, 2007
Hits: 5020
Comments: 18
Ideas: 0
Votes: 9 / 4.777778
Bedizens Traveling Dungeon    Dungeons  (Plains)   (Rooms/ Halls)

A traveling dungeon of canvas and props…

September 9, 2007
Hits: 3974
Comments: 9
Ideas: 0
Votes: 7 / 4.000000
The Tomb of Agellar    Dungeons  (Plains)   (Rooms/ Halls)

This is the tomb of an ancient knight, later made politician. He fought in countless battles, and his fabled armour is said to have been buried with him.

September 9, 2007
Hits: 3508
Comments: 9
Ideas: 0
Votes: 4 / 4.125000
Of Pines and Roses    Dungeons  (Any)   (Rooms/ Halls)

A tough climb for a source of wonderous healing…

September 12, 2007
Hits: 993
Comments: 2
Ideas: 0
No votes
Of Pines and Roses Standalone    Plots  (Mystical)   (Side-Quest)

A hazardous climb for a wonderous cure

Siren no Orakio
September 13, 2007
Hits: 2445
Comments: 5
Ideas: 0
Votes: 5 / 3.700000
Skanda Biologicals    Locations  (Establishment)   (Any)

Skanda Biologicals is one of the world’s premier producers of Awakened Biological Systems. Now, the party has been asked to penetrate their fortress, and destroy their research. But, can they find the force of will to do so?

September 16, 2007
Hits: 3166
Comments: 7
Ideas: 0
Votes: 5 / 3.500000
Saving Plague    Dungeons  (Any)   (Rooms/ Halls)

The players have a chance to cure the plague that has sprouted up upon their travels. Will they choose to do the right thing and help bring health back to the region?

September 17, 2007
Hits: 3362
Comments: 12
Ideas: 0
Votes: 8 / 3.375000
Cultist Cell    Dungeons  (Other)   (Rooms/ Halls)

A cell of cultists hidden in a city.  These people seek to bring a dark god of antiquity back into the world.  Can you stop them?  WILL you stop them?

September 18, 2007
Hits: 4780
Comments: 12
Ideas: 0
Votes: 10 / 4.750000
Place of the Embalmers    Dungeons  (Any)   (Rooms/ Halls)

Before the honored dead are placed in their sarcophagi of alabaster, they come to the Villa of the Embalmers.

Ria Hawk
September 19, 2007
Hits: 3832
Comments: 13
Ideas: 0
Votes: 12 / 3.833333
The Spirit Never Dies    Plots  (Hired)   (Single-Storyline)

Parties have a habit of getting out of hand, especially when it’s the young and wild generation.  Sometimes, parties get a little more than out of hand, if the spirit moves the guests.

September 20, 2007
Hits: 3200
Comments: 10
Ideas: 0
Votes: 6 / 3.416667
Foray into the Forest of the Frog King    Dungeons  (Forest/ Jungle)   (Rooms/ Halls)

Enter the Kingdom of Frog King in search of Treasure. What deal will you have to strike to get out alive?

September 20, 2007
Hits: 2411
Comments: 9
Ideas: 0
Votes: 6 / 2.583333
The Pirate Ship Deathwail    Dungeons  (Water)   (Rooms/ Halls)

Once a mighty pirate ship, Deathwail was captained by the dreaded pirate known as simply as Redeye.  A man prone to unspeakable acts of Violence, Redeye and his ship Deathwail were finally destroyed in a horrible battle.  However, Redeye was not to be counted out.  Prior to the battle, he had plundered an ancient tomb, and had found a relic which he had kept.  This item was cursed, and when he and his crew died, it brought them back in a horrible mockery of life.  Enslaved by this relic, the pirates scour the waters, looking for souls that can be fed to the evil relic

Cheka Man
September 23, 2007
Hits: 3941
Comments: 5
Ideas: 0
Votes: 4 / 3.375000
Revenge of the Urn Beast    Dungeons  (Other)   (Rooms/ Halls)

A rare form of Undead seeks the help of a band of PCs. Will they be up to the challange?

Ancient Gamer
September 24, 2007
Hits: 4841
Comments: 15
Ideas: 0
Votes: 10 / 4.650000
The Mercenary Shrine    Dungeons  (Any)   (Rooms/ Halls)

In the ramshackle town of Spear Malice only a single building still stands. It has defied the Great War and its spears of light; nuclear blasts that devastated the entire state, and ever since then it has defied the onslaught of time.

Its halls have not yet been breached, and a wealth of technological treasure await, ripe for plunder! But there are others who crave this treasure; others that will do anything to claim it.

Cheka Man
September 25, 2007
Hits: 3388
Comments: 4
Ideas: 0
Votes: 3 / 3.666667
Upshi Rises    Plots  (Hired)   (Single-Storyline)

Do the PCs dare to go and raid the tomb of the Pharaoh Upshi?

September 26, 2007
Hits: 6637
Comments: 15
Ideas: 0
Votes: 9 / 3.888889
Wizard's Challenge    Dungeons  (Any)   (Puzzles)

A local Wizard, rumored to have lost his mind, like he has his hand, Has issued a Challenge and a prize for all. Simple-Enter his tower and find him to claim your prize.

September 26, 2007
Hits: 3834
Comments: 8
Ideas: 0
Votes: 6 / 4.083333
The Sledge    Dungeons  (Any)   (Rooms/ Halls)

The TheoRgs are known for being amongst the biggest, toughest, and most generally unpleasant sentients in the galaxy. And this is their nightclub.

September 26, 2007
Hits: 3533
Comments: 9
Ideas: 0
Votes: 6 / 4.583333
The Cursed Keep Of The Wastelands    Locations  (Fortification)   (Desert)

The Great King long ago ceased attempting to police the wastelands of his Border Marches, and these debatable lands fell into the hands of petty counts, retired generals, and warlords, who constructed and then abandoned many keeps ripe for plunder.

September 26, 2007
Hits: 4196
Comments: 11
Ideas: 0
Votes: 6 / 4.083333
The Towers of Wisdom    Dungeons  (Any)   (Rooms/ Halls)

It is said wizards don’t work well with others of their kind. Once they have a tower, woe to anyone not recognizing their superiority, that is the rule. But to every rule is an exception. Once, there were three wizards, on friendly terms, that built their towers closer than anyone before. The towers are lost, the knowledge therein may be yet reclaimed.

September 26, 2007
Hits: 3508
Comments: 8
Ideas: 0
Votes: 6 / 1.750000
Lord and Killer    Dungeons  (Other)   (Rooms/ Halls)

A five room dungeon with the appropriate clashes of steel, smooth talking, and betrayal.

September 26, 2007
Hits: 2683
Comments: 6
Ideas: 0
Votes: 5 / 4.100000
Crossbones Island    Locations  (Area)   (Water)

Yar…I do indeed know of Crossbones Isle, stranger. But ye’d be better suited to avoid that place like a widowed wench.

September 26, 2007
Hits: 4642
Comments: 11
Ideas: 0
Votes: 8 / 4.375000
Spawn of the God-Egg    Dungeons  (Mountains)   (Style)

The Earth shifts, revealing a horror beyond time and reason…

Quest Entries

September 3, 2007
Hits: 4893
Comments: 11
Ideas: 0
Votes: 7 / 3.571429
Library of the Ancients    Dungeons  (Water)   (Rooms/ Halls)

Here is an example 5 Room Dungeon to inspire your contest entries. In your campaign, you’ll need to flesh out some of the details, but this skeleton format is perfect for GMs to pick up and customize for their own memorable sessions.

October 2, 2007
Hits: 5620
Comments: 19
Ideas: 0
Votes: 10 / 4.300000
The Sanctuary of Sumuho    Dungeons  (Desert)   (Rooms/ Halls)

The powerful wizard Sumuho styled himself as a god and was worshipped far and wide. After his fall, his vast temple sank into the desert long ago. What secrets lie in the Sanctuary of Sumuho?

October 13, 2012
Hits: 757
Comments: 5
Ideas: 0
Votes: 3 / 4.000000
The Hydro Club    Locations  (Establishment)   (Water)

Somewhere along the line, someone decided that a giant swimming pool would make a great place for a rave club

Random Idea Seed View All Idea Seeds

       By: Monument

When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp

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