A hoary old tower that serves as the lair of a necromancer, but not is all as it seems.
An underground club, meeting place, and fortress
The blighted and forgotten hall of a once mighty demon lord
A Five Room Dungeon about finding the Imperial city of The Lost Empire.
The heroes storm the Temple of R’gu, the God From The Stars, to steal the Ruby of the Winged Master
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.
Can you think while scared out of your wits? Lets hope your adventurers can…
A fantastic fortune in the remains of a drowned realm.
Tips on how to create five room dungeons that can be used for any location, are short, are quick to plan, easy to polish and plan, flexible in size and easy to integrate into your campaign.
Termites, in certain places, make homes that can be eight meters high and only a half meter wide. They are built facing North to South to take advantages of the suns travel, maximum heat in the morning and evening and little in the afternoon. Imagine grassy plains with vertical structions facing a certain direction all over the place. Ambush? Maze? New creature? Larger structures?