D&D General D&D Dungeon Map Design: Good and Bad

Yeah. I also like the device of having a trap or secret door early in the dungeon left open/fired, maybe with a body lying in it, as a clue for the PCs to be on the lookout for more. The Lost City is a classic module which does this.

Edit: I think a fun variation on this is to do it in a large (maybe mega-)dungeon several sessions in. Having a door suddenly there, ajar, that they've walked past a bunch of times without knowing it is great bait and a great reminder that there are secrets they haven't found.

Clues to secret doors come in different forms; leaving them open is a clue and it also makes the dungeon seem alive, so to speak. I think it may be smart to think about a secret door as the clues that reveal it. Each secret door should probably also have a workaround.

Another good one is having the bodies of guards or whatever the PCs have already killed disappear, with the only clue being a drag mark ending at a wall.
 

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Or discovering the back of a secret door. Not all secret doors are secret from both sides.
Definitely. I've run multiple adventures using maps from Dyson and others where a tunnel or sub-section of a dungeon level is hidden behind/connects multiple secret doors, and I generally assume that they're not hidden from the inside of the hidden area.
 
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I thought we might look at a map (that I think is a really good design) just as a way to discuss some specifics:

This is, of course, a map by @Dyson Logos from his thread where he shares many, many great maps.

I like this one for a few reasons, but most because it has a LOT of paths to explore the dungeon. In addition, there are some terrain variations, including the river and a small cavern section. All that plus one of my favorite thing about Dyson's work: the map is full of inspirational details. You can look at that map and not read a word about what Dyson thinks should be in it, but still have a flood of cool ideas for what to do with all the details.

If there is anything I do not like about this map is that I feel like it needs a few more secret doors and hidden chambers and zone.

What are your thoughts on this map, and how it matches (or doesn't) your map preferences?
One thing that annoys me is the lack of clarity on which end of each set of stairs is the top and which is the bottom. I shouldn't have to look around for clues to figure that out.

I really like how easy it is to get flanked in a couple of rounds in many of these rooms if you try to hold a choke point.

One thing I ALWAYS appreciate about Dyson Logos' maps is how clear they are, with an emphasis on usability rather than on making them look super moody or atmospheric or whatever. There are some maps in 4e adventures especially that get that backwards.
 


I always give each door in a chamber a character mark, something for us to refer to when speaking about the doors. Instead of asking about the second door on the left wall we can ask about the door with the crack in it, or the door with the black handle, or the door with a happy face carved into it.
 

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