How many rooms is typical of a dungeon level?

Moe Ronalds

First Post
I have a question for all the GMs out here: How many rooms do you think is typical for a single level of a dungeon? Also, how many, if any, of these rooms are empty of anything that would interest the players?
 

log in or register to remove this ad

Depends on the dungeon, of course.

The current one I'm running has lots, and has some pretty boring stretches, but I let the players know when they are "just exploring" by tone of voice and body language and we run with it. The other advantage is the Elf has a robe of eyes, so they never search for secret doors.

But typically, a well-built dungeon (from an adventure standpoint) should have VERY few "empty" rooms. These bore players and kill game speed in most adventures, as they seek out secret doors and traps.

I've played in dungeons with over a thousand rooms on a level, and in ones that had 2 to 3. I prefer the latter myself.
 

HellHound said:
But typically, a well-built dungeon (from an adventure standpoint) should have VERY few "empty" rooms. These bore players and kill game speed in most adventures, as they seek out secret doors and traps.

I've played in dungeons with over a thousand rooms on a level, and in ones that had 2 to 3. I prefer the latter myself.


I agree. I've gotten fairly turned off by the uber-dungeons such as Undermountain, Temple of Elemental Evil, etc. in favor of short, sweet little dungeons that have some really nasty surprises in them.
 

Yup this is a "depends" question.


When I make mine there are usually about a dozen rooms per floor. I try to have about a 1/3 have combat (monsters or traps) 1/3 contain information or clues and 1/3 be boring.

What I have been working on lately is having more than one way up or down to the next level.

FYI, the best way to write good dungeons is to read alot. I am constantly buying modules to just read and get ideas. Dungeon magazine usually has one per issue.


Good luck!
 

As many as necessary...

I dislike huge, maze-like dungeons, but I also think ones that are too small and compact end up feeling a little strange, especially if they pack the encounters too closely together.

My favorite is the large dungeon that might have dozens of rooms, but designed in such a way that the players only have a reason to explore a much smaller part of it. This can be handled by using tracks, signs of combat, strategically placed corpses, sound and/or air movement, interesting architectural features, etc.

The last dungeon I ran like that was a multi-level dwarven mine that had probably over 20 detailed locations, of which the players were likely to see a dozen or so - for the rest of it, I just had a vague outline, to be used if they decided to go off exploring on a whim.
 

I've been working on my own version of the "undermountain." I have like 3 of the boxed sets, but using them is boring, since there are so many rooms not covered. So I just started making my own dungeon and I used the descriptions of some of the undermountain rooms for my dungeon. I have between 8 - 14 rooms per level, and most of them have some kind of description, if not more.

My whole premise for my "Dragontooth Caverns" is that it was built by dwarves initially, then an outsider race called the "Syl" came in and nearly destroyed the entire clan. The Syl are a race of time/gate specialists. They create different gates to different planes etc. Well one of them created a gate into the Abyss that they couldn't control, which led to a large battle with the demons that poured through the gate. So the Syl retreated.

So there is an old dwarven city, now mixed with a variety of gates to different areas, and then there was a gate opened to the Abyss for awhile. Eventually some adventurers worked there way down and closed the Abyssal gate, but they died on the way out. The entrance to the caverns was lost for nearly half a century.

Now I have a dungeon I can add all sorts of nasty creatures too (they come through by the gates) and there are still plenty of old dwarven and Syl treasures down in the caverns for PC's to go look for.
 

I try to place 10 to 20 rooms on each level, more to the 10. Number of levels 3 to 5.

Something I started doing is complexes, where you would have a number of dungeons in an area. Some only dens, single level some major hell holes.
 

It always depends on the dungeon. I rarely simply create a random collection of traps and monsters... unless there's a REASON for it all being there... a wizard's hideout... a set of guardians for a treasure, an old underground temple, a crypt, etc...


I usually try for anywhere from 5-15 rooms per level. Larger dungeons also get more complex, because what happens in one room could affect what happens in all the rooms. This is especially true when dealing with intelligent monsters who can hear the players battling in nearby rooms. Are they going to just sit there and wait for the players to come slaughter them? Not likely. Then you have monsters moving from room to room, and it can just get icky.
 

13 1/3 I suppose :).

For the sake of irony.

Enough rooms to contain sufficent challenges to move the party up a level is a nice rule of thumb if you're running a multi-leveled dungeon (with significant level-changes).

The level changes make good 'stop points' for resting and recoup as well.
 
Last edited:

It depends on what the dungeon is for:
(note my group doesn't have a rogue so I limit the traps some)
Advance the Story:
~15 rooms. 10 fights, 2-3 traps/puzzles, rest empty.
Just Kill Me Some Stuff:
~30 rooms. 15-20 fights, 5-10 traps, no puzzles, rest empty.

A balance is good. While empty rooms make them hesitate, the traps make them hesitate too. But they need that a bit. I have found though that 20 fights is definately a lot. By that point everyone is a bit beat and just wants it dead.
-cpd
 
Last edited:

Remove ads

Top