More rooms! More loops!
You will notice I added a few hallways that lead to a dead end room. This is an example of how to "Barnacle" your dungeon. Dead ends offer places for the players to rest if needed, perhaps with an illusion spell covering the door since they will be at the mercy of wandering monster checks. They also offer places to spring a trap on a lured enemy. I've had players tie two opposing doors together trapping the monsters inside both rooms! At this point our dungeon has 23 rooms, so we'll need seven more, See the big room in the top left? That will be where they all go using a "Room Cluster" which is a bunch of rooms sharing thin walls. Room clusters are very difficult to map and multiply mistakes quickly, but rooms hidden within are easy to spot once mapped out by the players.
Our room cluster is finished, I've added doors marked by a box, Locked doors marked by a double box, and secret doors marked by an "S". After doing this I will mark each room with a number and begin keying the dungeon. We'll start by rolling on my stocking table, a single d6 per room is all it takes, allowing a handful of d6 to stock entire wings of a dungeon in one roll.
1. Monster, Treasure
2. Monster
3. Empty, Treasure
4. Empty
5. Trap, Treasure
6. Special
With this table half the rooms will have Treasure, a third will be empty, a third will have monsters, and a third will have some kind of non-combat interaction.
2. Monster, Treasure 17. Empty, Treasure
3. Trap, Treasure 18. Trap, Treasure
4. Empty 19. Empty, Treasure
5. Monster, Treasure 20. Empty
6. Empty 21. Empty, Treasure
7. Empty 22. Monster
8. Empty, Treasure 23. Trap, Treasure
9. Monster 24. Special
10. Empty, Treasure 25. Empty, Treasure
11. Trap, Treasure 26. Monster, Treasure
12. Special 27. Monster, Treasure
13. Monster, Treasure 28. Monster
14. Empty, Treasure 29. Empty
15. Trap, Treasure 30. Trap, Treasure
If we count the rolls up we see; five rooms have a monster and treasure, three rooms have a monster, eight rooms are "empty" with treasure, five rooms are empty, SEVEN rooms are trapped, and two of the rooms have a special feature. On average we should have expected five of each, so this floor is going to be heavy on traps and unguarded rooms with treasure in it and light on the actual monsters inside. 20 rooms will have treasure in them, including trapped treasure. Now that we know how many rooms have treasure in them we can do a little math. You can take the expected party size and approximate experience requirement for them to level up and work out how much treasure you want in each room.
(Party Size * XP Needed) / Rooms with Treasure = Treasure per Room.
(4 * 500) / 20 = Treasure per Room
2000 / 20 = Treasure per Room
100 Treasure per Room
Adjusted for the missed and lost xp we'll plan on 150 xp per room. Lets mark our map again, this time with colored rooms to get a clearer picture of what the layout is.
Great stuff, anon!
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