The Secret Formula Behind Running Great TTRPG Dungeons
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Every Game Master knows the feeling.
Your next session is creeping closer. Your players are excited. The group chat is being flooded with GIFs from Lord of the Rings. Meanwhile, you are staring at a blank page, wondering whether the phrase “dungeon full of skeletons” counts as session prep.
Deciding that you should probably at least have a vague idea of the place, you try to make a rough sketch of what the dungeon looks like. Then suddenly you are drawing twelve rooms, inventing a dead civilization, making up names and occupations for every skeleton, and writing three pages of lore your players will absolutely miss because they got distracted by a door for 45 minutes.
Whether you are running Dungeons & Dragons, Pathfinder, Call of Cthulhu, Warhammer Fantasy Roleplay, Mörk Borg, Daggerheart, or your own homebrewed monstrosity held together with vibes and coffee, dungeon prep can get out of hand fast.
The good news is that great dungeon design does not require a massive map, dozens of encounters, or a week of preparation.
What it needs is structure.
Good structure is what keeps an adventure from feeling like a loose pile of encounters. It gives the session rhythm, direction, and momentum without forcing the players down a single path. With the right framework, even a small dungeon can feel deliberate, varied, and satisfying.
You also don't need to reinvent your dungeon design every time your players decide to kick open a door. There is a tried-and-true structure you can use for almost any adventure, one that helps you build quickly, keep the session moving, and create a dungeon your players will actually remember.
The formula is called the Five Room Dungeon.
It was popularized by Johnn Four of Roleplaying Tips as a fast, flexible way to build complete TTRPG adventures. Despite the name, it does not need to involve five literal rooms, and it does not even need to be a traditional dungeon. The same structure can work for wilderness exploration, urban intrigue, RPG adventures, sci-fi missions, horror investigations, and almost any game system.
The classic structure looks like this:
Think of these less as rooms and more as five adventure beats or scenes, which is how we'll refer to them from here on. They are the bones of a complete session. You can dress them up as chambers in a tomb, locations in a forest, suspects in a murder mystery, decks of a spaceship, levels of a wizard’s tower, or phases of a tense negotiation.
The power of the method is that each of these scenes has a job.
That is the real secret: not five rooms, but five purposes.
If you want to see a practical example of what a Five Room Dungeon could look like, check out our companion article where we build a dungeon encounter using these principles based on the units and miniatures of the Kin of the Rat collection!
The Five Room Dungeon works because it gives you just enough structure to create momentum without drowning you in prep.
A huge dungeon can be exciting, but it also creates practical problems. Players may miss your best content. You may spend hours preparing areas that never see play. The pacing can sag. The adventure can become a sequence of disconnected fights. A compact structure avoids that by focusing your attention on the encounters that actually matter.
It also naturally creates variety. A good session usually needs more than combat. It needs exploration, decisions, discoveries, social interaction, tactical planning and consequence. Because this formula naturally includes all of these, it can be especially useful when teaching new players or trying a new system, because each room can introduce a different part of the game one step at a time.
There is one caveat: any formula can become predictable if you treat it like a law.
A Five Room Dungeon is strongest as a prep tool, not a cage. It gives you a reliable framework, but it should not make every adventure feel like a straight hallway with five labeled stops. Use it to organize your thinking, then bend it where needed. Add alternate paths. Let players solve problems in unexpected ways. Move scenes around. Cut a room if the session is moving slow. Expand one if the players are clearly enjoying it.
Small also should not mean shallow. A five-area dungeon can still fill a full session if the rooms are interactive, the choices matter, and the players have room to investigate, negotiate, retreat, argue, and of course, make questionable decisions near 'suspicious' doors.
The first scene should answer a simple but important question:
Why has nobody already dealt with this place?
If there is treasure, why has it not been looted? If there is a monster, why has the local baron not handled it? If there is a forbidden shrine in the haunted woods, why are there not already twenty cultists and three rival adventuring parties camping outside?
The entrance is the dungeon’s first line of defense which should convey that getting in is also part of the adventure. It also serves as a threshold where the players leave the ordinary world behind and step into a place with its own logic, danger, and mood. A tomb entrance covered in claw marks tells one story. A pristine silver door with no handle tells another. A cheerful inn cellar where the owner insists “the screaming is absolutely normal” tells a third (and probably deserves immediate investigation).
A strong entrance should present an immediate challenge, explain why the place is still dangerous or unexplored, and foreshadow what comes later and hint at the dungeon’s deeper threat.
Speaking on the latter: Good foreshadowing does not need to explain everything. It just needs to feel small at first and obvious in hindsight.
Some examples of this could be:
Once the players are inside, switch things up.
If the entrance was a fight, this scene should usually be something else: a puzzle, negotiation, trap, environmental hazard, strange machine, suspicious NPC, or difficult choice. The goal is to avoid five scenes that all ask, “Can the party beat the problem into the ground?”
A “puzzle” does not have to mean a literal riddle door. Those are dangerous. Players either solve them instantly, overthink them for forty minutes, or try to remove the entire wall instead.
A better puzzle is any challenge that asks the players to think, investigate, negotiate, experiment, or choose. The best version has multiple solutions. Do not build one correct answer and hope the table guesses it. Let the characters use skills, spells, items, roleplay, brute force, clever thinking, or any other plan that makes enough sense and creates a satisfying result.
The point of this scene is to delve deeper into the adventure in a new way. If Scene 1 was already a puzzle, Scene 2 can be the fight. If Scene 1 was social, Scene 2 can be a trap, chase, or hazard. The structure is about pacing before anything.
Examples include:
Scene 3 is where the adventure bares its teeth.
The players have entered the dungeon, beaten the first obstacle, and maybe even started to feel clever about it. Good. That is when something should go wrong.
A setback does not mean cheating the players or punishing them for making progress. It means revealing that the situation is messier than it first appeared. There are a million potential ways to complicate things for your players when they are starting to feel a bit too confident, so get creative.
The main purpose of this scene is to raise the tension before the climax. It can drain resources or force the players into a hard choice. It is also a great place to make time matter: a patrol is coming, the torches burn down, the water rises, or the rival adventurers are one room ahead. The longer the party hesitates, the messier the situation may become.
This scene adds texture, pressure, and a bit of useful messiness, stopping the structure from feeling like a neat little checklist with an angry goblin at the end.
Examples include:
Scene 4 is where everything comes to a head.
Often, this is a boss fight, but it does not have to be. It could be a desperate escape, a negotiation with a dragon, a courtroom accusation, a chase through collapsing tunnels, a ritual interruption, or a confrontation with the person behind the whole mess.
What matters is that the scene feels like the moment the dungeon has been building toward.
A weak climax is just “the strongest enemy waits in the final room.” A strong climax asks the players to use what they have learned. The clue from Scene 1 matters. The NPC from Scene 2 can help or betray them. The outcome of the setback from Scene 3 changed the situation. Ideally, the whole dungeon points toward this moment.
To make the climax memorable, give it more than one moving part. In many cases, introducing multiple win criteria gives players the feeling that they are truly in control of the outcome.
This is especially important in games where combat can take a long time. A boss with a pile of hit points is not automatically dramatic. A boss with goals, an established environment, time pressure, and consequences is much more likely to be remembered.
The climax should feel dangerous or critical in some way, but it should never feel random. If the players paid attention earlier, they should ideally have some advantage now, or at least feel like they do.
Examples for some interesting multi-faceted climax scenarios include:
We have made it to the final scene at last, and now it is time to reap the rewards of our endeavors.
Yes, the reward can be gold, magic items, rescued captives, or a suspiciously ornate sword that definitely will not whisper at night. But the best rewards usually go beyond loot. The classic Five Room Dungeon ends with a reward, revelation, and/or plot twist, and that diversity matters.
A great ending can reveal what was really happening, point toward the next adventure, reframe the dungeon as what it really was all along, or force the players to make one final choice. This is also where you can seed the next session with a clue or an unanswered question.
The key is to make victory echo. Players will remember treasure for a while, but the consequences of their actions, done right, are what could really keep them awake at night.
Examples include:
The Five Room Dungeon works because it solves a problem every GM has run into at some point: how do you build a satisfying, integrated adventure without accidentally designing an entire underground nation?
Its real strength is not the number five. It is the habit it teaches: think in terms of purpose, pacing, and payoff. Give the players a way in, a problem to solve, a complication to survive, a climax to confront, and a reward that makes the whole thing matter.
Of course, this structure is not the be-all and end-all of adventure design. Some adventures need sprawling sandboxes, tangled mysteries, faction politics, or dungeons so large they probably require their own postal service. Even when using the formula, you should bend it where needed: use a straight line for a focused one-shot, add forks for meaningful route choices, loops or secret paths to make the dungeon feel less linear, and borrow from Jaquaysing or Xandering when you want multiple entrances, hidden connections, and meaningful navigation choices.
And when five rooms feel too tight, you can expand without abandoning the structure. Use “multiples” like two entrances, clues, or setbacks when you want more player agency, or try Justin Alexander’s 5+5 Dungeon approach, adding scenic rooms alongside the major beats to give space for atmosphere and breathing room without turning every location into a major encounter.
Once you understand the underlying logic, you can use it almost anywhere: an ancient crypt, a noble’s masquerade, a haunted forest, a crashed starship, or a suspicious goat-related detour your players were absolutely not supposed to follow (it was just flavour text, come on guys).
Use the formula when you need structure. Bend it when you need freedom. Expand it when the adventure needs more room to breathe.
And the next time your players decide to kick open a door, you will have everything you need to give them the adventure they are looking for.