No not really I just wanted to post a Format everyone can adhere to since some people didn't in the this one. Its not really any different. Below is a quick example. Also to tell people to leave out headers they don't need.
Room # - Name (created by)
Door: Direction Type Un/locked (unlock DC) Break DC . Hardness, Hit points Trap/Trigger
Room: Description of room as if the characters first stepped foot in it.
Traps : Stat block of trap
Features : Actually anything part of the room An alter, Dias, Murals, Columns etc. Also any spells in effect in the room.
Encounter : Conditions (What are they doing, whne will they be here), Stats , Tactics
Other Features : Contents of room such as chest, Shelves, Cabinets etc.
Notes : Anything left over, (history of the room etc)
Example
3 – Fake Latrine (Chris “Shallown” Salzer)
Door : Southern wood door unlocked. Break DC 13. Hardness 5, hit points 10. Trap Lightning glyph/trigger touch
Room : The odor assaults you before the door is even open. within is a small room with a ledge and simple wooden lid over a hole. Three guesses what you have stumbled unto.
Traps : Lightning Glyph trap: CR 4; magical device; touch trigger. Automatic reset; spell effect (lightning bolt, 5th level wizard, 5d6 electricity, DC 12 reflex for half damage); search DC 22, disable Device DC 22.
Features : The Wooden lid covers a dank dark hole that actually serves as an emergency escape for those in the know. Through the hole is a series of ladder rungs that will take you to a lower level and an escape tunnel headed south and exiting beyond the dungeon.
Encounter : If some one climbs down into the muck to search they will be attacked by 3 dire rats.
DIRE RAT
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/––4
Attack: Bite +4 melee (1d4 plus disease)
Full Attack: Bite +4 melee (1d4 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon FinesseB
Environment: Any
Organization: Solitary or pack (11––20)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2––3 HD (Small); 4––6 HD (Medium)
Level Adjustment: ——Dire rats are omnivorous scavengers, but will attack to defend their nests and territories.
A dire rat can grow to be up to 4 feet long and weigh over 50 pounds.
Combat / tactics
Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Disease (Ex): Filth fever——bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire rats use their Dexterity modifier for Climb and Swim checks.
Other features : with a search check DC 15 there is a chest buried in the muck and waste containing 230 go and three tigers eyes valued at 20 gp each. An emergency stash.
Notes : Only the oldest inhabitants in the dungeon are aware of this escape route. there are several (3) grates blocking the long exit tunnel requiring an escape artist Dc 18 to slip through. The grates are hardness 10, hit points 20. A break DC of 26.