I made a (an unfinished) dungeon.
This is by no means a finished product. It is an example. And this is a lesson about what you need, and what you don't!
First, scale. What is the scale? Scale means how big it is. I don't have a grid, and that's fine. In its absences, we can say the smaller rooms are about 30 ft x 20 ft and the bigger rooms are about 60 ft x 40 ft. Don't like those dimensions? Change them. Precision is extraneous. Keep it simple. This is economic prep and GMing.
Second, cardinal directions. I have no compass rose. Which way is north? You're the GM. You pick.
Third, what's the name and story of this dungeon (the context)? Call it a fill in the blank dungeon. It looks like a cave network right. Or maybe it's an old mine. Doesn't need to be special. Write a short list of three to five things about it. Who, what, when, where, why, how. It's your setting - you know best.
Context
Now that the obvious questions about the map are answered, and I assume not everyone is happy, we can talk about why scale, markings, and deep lore aren't important. Ahem. Your players don't care. OK, they might care. Nerds. The context, why they're here and why this place is or was important, is helpful. Let's brainstorm three explanations.
- This is an old coal mine. Because of the plague, all the minors got sick and many died. While it was vacant and inactive, monsters moved in and now they're interfering with the mine restarting.
- A small, private silver mine. The deed holder died of old age, and the heirs are fighting over how to split it. One of them wants to hire diggers and continue to operate it, one of them wants to sell it to a noble and earn some favor. A gang of bandits have arrived to sabotage it for one of the parties.
- This iron mine operated during the war, was stripped of all the iron deposits, and has been boarded up to prevent outlaws and wild animals from moving in. Someone dangerous opened it up and is hiding out.
Nothing special, right. Simple, one to two sentence backgrounds. There's room for you to improv, speculate, extrapolate, and embellish on, but there's not an overwhelming amount of information for you to learn. It's not limiting, restrictive or cumbersome.
Design
This is where I tell you what makes a good dungeon, obviously.
Room key
The rooms are keyed, but keys are always flexible and subject to change. Note how simple they are. It does not need to be paragraphs. Don't have read aloud text. Use bullet points and keep it to a small list of essentials. Monsters and their stats should be one line. Treasure should be one line.
Exploration
Exploration means that there are choices to make and things to discover or miss. The fun of exploration is discovery, so learn from Starfield by Bethesda and put monsters, traps, hazards, and treasure, and notice that there are optional paths! In fact, there is an optional entrance that plops the PCs in room 8a near room 11 where the 5-room dungeon begins.
5-Room Dungeon
Believe it or not, rooms 11 through 15 are a 5-room dungeon. You've heard about these right? Each room resembles a significant beat in three-act story structure. There's an intro, a minor obstacle, a major obstacle, a climax, and a reward. It's not perfect, whatever. The point is that it's in the back of the dungeon. This means you have a structured, linear ending after a dungeon with choices.
Multiple Entrances
The dungeon has two entrances (room 1 and 8a). The reason being is because this means that the PCs have something to discover, and they have a choice about how to access the dungeon. Room 1 is the main entrance, but room 8a goes up. Maybe it was a natural opening that was used an old emergency exit or, maybe above it they build a separate structure and used it for worker housing or for a depo. There are multiple factions in this dungeon, and each gets their own entrance.
Annotated Maps
The edges of this drawing are filled in and the rooms are small. Were I to use the entire piece of paper, I would put notes and symbols all over the map. Anything to simplify the map and make it more intuitive is helpful.
Loops
I've got loops in my map. Loops make it interesting and each loop can be treated as its own zone.
Volume
15 to 24 rooms sounds like a perfectly good size dungeon to me. I have rooms numbered 1 to 15, plus 8a.
Flow Charts
Maps are overrated. Flow charts are simpler. Use a flow chart like this one instead. It's the same as the map above. The shapes of the rooms are all pretty square, but their shapes here are not intended to be literal.
1. Main Entrance. The entrance to the mind shaft has a sign bearing the name of the mine and the notifies trespassers "private property". Roll a 1d6; There is a 1-2 chance of encountering 1d6 bandits on watch for potential trespassers.
2. Rubble path. Recently collapsed, but narrow paths have been haphazardly cleared by its new temporary occupants.
3. Mine and pit. The outer perimeter ramps down into a pit in the center. This is where most of the mining was done.
4. Tool storage. Only old, worn, damaged tools left.
5. Bandit leader's room. His treasure is hidden here in a locked box. A bound prisoner is kept here.
6. Bandit's common room / barracks. They are occupying the mine. Bedrolls, food and drinks, and some possessions are stored here. They keep one watch dog here to protect against traffic coming from the direction of room 7 and beyond.
7. Empty room.
8. Trap - The trip wire spans the hall, and goes up to a concealed bottle of alchemist fire and is suspended from the ceiling. If kicked or stepped on, the bottle is yanked and falls to the ground. Poof!
8a. Broken Ladder 15 ft up and out of dungeon through a hole among tall grass! It is prone to break under the weight of a human-sized creature (roll 1-2 on a d6). Two people on the ladder at the same time means the ladder automatically breaks. Anyone who falls, or who has someone fall on them, takes 1d6 damage.
9. Seemingly empty. Stash of silver ore hidden by one of the bandits.
10. Three large watchdogs are placed here by bandits who occupy rooms 5 + 6. They are roped in place to a stake in the ground, but each has 50 ft of slack.
11. Stick topped with severed human head. Goblin foot tracks below. Improv ropes has been made from strips of cloth (old shirts) and suspended from the ceiling like a curtain. Bones have been tied in them. They clatter when you pass through them. This is an alarm.
12. Goblin guard post. 1-3 goblins are on watch at any time.
13. Goblin barracks. 4 to 6 goblins, either resting or rough housing.
14. Goblin common room (12 to 18 goblins resting)
15. Goblin chief's room + his 3 goblin concubines and their treasure hoard - a pile of two-hundred forty (240) impure silver nuggets worth about 24 gp.
Wandering Encounters
Yes, you need these. They make your dungeon feel like a living, believable place, and they encourage PCs to treat the dungeon that way. Each round of exploration or movement, roll a 1d6. On a roll of a 1, roll for an encounter based on the room (see below). If you roll an encounter, place it logically. The NPCs do not simply appear without logic. They are either in the room before the PCs arrived, or they are approaching this room from another room.
The NPCs are aware that they share the dungeon with another faction, but they are relatively familiar with their presence, and they tentatively respect each other's boundaries. They are suspicious and untrusting of the other faction, thought they don't tend to engage in violence or theft. Therefore, both factions are generally cautious when wandering the dungeon. If the PCs have not encountered the NPCs, then the NPCs are cautious but not alert; otherwise, the NPCs are cautious of possible intruders and are actively keeping an eye out for them.
- Rooms 1-6, and 10, encounter 1d6 wandering bandits. They are either on their way to mine, or they're checking on the dogs, or they're going to relieve guards at room 1, or they're preparing to leave the mine to commit various crimes on the road or in town.
- Rooms 11-15, encounter 1d6 goblins.
- Rooms 7-9, you may encounter either 1d6 bandits (1-3 chance) or 1d6 goblins (4-6 chance). The goblins use room 8a to leave the dungeon to raid farms for livestock, pets, or small children.
Annotated Map (Flow Chart)
You can add more notes, but I got lazy. The contents of the room could be added. This is the apex of the dungeon map. Honestly, I don't know why maps aren't done more like this.


