Its not very obvious, but there is a trap door in the floor of the rom with a stone and wood doors. The right hand stairs above the pool are not touching the floor. And if an adventurer runs out of the stone door near the pool, they wil lfall into the open pit.
I plan on expanding the floor further out and adding more rooms.
Some added bits. Water and mud on the left... a means to blend the two together... I tried blend and edge fade, but didn't try other than default. I removed it as they weren't working.
Crypt on lower right edge. On the left, those aren't pillar blocking the stairs, but a full height secret door hiding the stairs. Attempting a maze on the bottom floor.
Note that the walls are representative. The rooms are 10 feet high with ceilings. So an adventurer group wouldn't be able to see this area laid out the way it is as shown.
Ah... some slight imperfections on the floors at the start, means more and more out of whack as the floor progresses. I think I have managed to cover up somewhat those imperfections. Ha !
Anyway, I put a partial ceiling over the center crypt, but to my eyes it looks like the floor on the other side of that room instead of a ceiling.
Wood firniture in an abandoned mine ? Well, they could be mimics, waiting for someone to sit in them and have their next meal.
Nice slide into the muddy pond if someone isn't careful, with a small narrow stone bridge leading to a rickety wooden stair case.
I'll have to think over the next map, the mines. Not sure how I am going to map the mines area. Stalagtites and the few other items don't really give a mines impression. I would hate to have to switch to an overhead map for the rest of it.
Jim, just a thought, but you're not maybe trying to show too much structure about all of this? I ask, as I'm struggling a little to define the rooms and their relationships to one another presently.
As noted before, I don't have Per3, but looking at the sample dungeons in the CA66 folder, everything there seems more focused on just the rooms/caverns and routeways between, with little concern for the nearer (to the viewer) walls - because they're defined instead chiefly by where the floors lie alone.
As for the mines, and the stalagmite "problem", why not just leave the stalagmites off? The CA66 cave walls, rock floors and associated features should work well enough as abandoned mines, I'd say. For instance, take a look at the "Deep Caves" area of sample map "The Temple of the Black Flame", and imagine that with all, or most, of the stalagmites removed.
This is much simpler than the large dungeons i have mapped for my own use. Here I have more mapped the rooms and areas leading to the mines. Various peoples have tried to move in and take over the Lost Mines, but failed. The remnants of what they left is this.
I'll make a separate mines map that this connects to, after i do a bit more on this one.
Added some clouds from the Alyssa Faden Annual. Added location numbers to. I'll be adding a bit more before handing it in, then moving on to the caves/mines. I'll need to add some more numbers, but I need to take a break.
I wouldn't mind being able to add shadows and lights... but I don't know if those work with Perspectives or not. I haven't seen any examples of that.
This looks terrific, Jim. And I love sharing with you your process along the way. Unfortunately, I am a 2D type of guy, but this is impressive. Love the clouds touch
Thank you very much. The sheets have been painful on this map. And I tried to set up a new sub-domain at my site, and it went off into somewhere. Got it fixed though, after about 4 hours. Argh. I think my web host is making changes and I got bit by them. Again, argh.
I think this is about it... I can add more to the lower right side if need be. Next would be typing up the room descriptions and then submit it. And then start work on the mines I have some ideas... but I may have to switch to overhead view for the mines.
edit: See if I can find all of my typos. I think I found all of them.
Entrance rooms, modified over the years by various groups who tried to make them livable. They failed. The room ceilings are not shown except for a partial one for room 12. The walled rooms are 10 to 12 feet high. The rest are open spaces.
1) entrance area. No matter how many of the torches are taken by adventurers, the torches get replaced. The other wall opening goes down to room 5.
2) a small ledge from 1 goes over to this room. This room also has a torch, taking it will cause a low volume howl to come from the wall sconce until the torch is replaced.
3) a long narrow room. A pit and a stair exits. The stairs don't go all the way down to the pool at 17.
4) a small room that is entered from room 2 and areas 15 and 17. Although the floor is stone, stepping into this room will cause a wood creaking sound with each step. Remove Curse, or equivalent, to stop it, until the characters come back this way. Then it begins anew.
5) A square room with a chest and bookshelf flanked by pits. The stone wall above the stairs out of 5 and down to room 6 is a secret door. The book shelf should cointain not much but maybe a cookbok for orcs to use.
6) a small square room that exits down to area 7. Those steps turn into a slide into the muddy pool at 7. A 50% chance for a character to fall off the narrow stone ledge to the right of the stairs and semi-safety.
7) muddy pool about 5 feet deep. Halflings and dwarves beware !
8) a stone crypt. The statue wil attack if the crypt is approached. A small chest is inside, with only a few cheaper coins.
9) a small room, somewhat nicely furnished. The book shelf contains wood blocks painted to look like books. One of them contains a few small gems padded with cloth so they don't rattle.
10) a small crypt with a knight from years passed buried there. Beware the pit ! The knight might have some small treasure, his gear is rusted.
11) a small room with pillars blocking access to a chest of gold coins. The pillars might be a teleport trap.
12) a stone door leads into another crypt area with a partial ceiling shown. The mummy is painted wood.
13) a small room with a small chest. Some 2 magic rings and 50 rings that detect as magic but have no actual magic.
14) a small room with a wall tunnel and 2 wooden doors. Empty.
15) an area connecting various rooms, the ceiling goes up to the top of this area. The different color blocks, with the skeleton parts on them, emit sounds of a large rat nearby when they are stepped on. A character jumping up and down on the blocks will cause 1d8 giant rats to teleport in.
16) store room. The horizontal barrels contain beer. The upright barrels contain food. Drinking or eating any of these items has a 1 in 20 chance of making the character sick for a day. The large yellow vase contains lantern oil. The two wood bowls are empty. The 3 green bottles contain 3 doses of random magic potions.
17) large pool of water. The bottom raises and lowers with the nearest ocean's tide. The surface stays level, but the stone bottom of the pool raises and lowers. Water doesn't splash out as there are a large number of small holes in several places along the sides. The water varies from 3 feet to 30 feet deep.
18) a room that leads out into the cave entrance. The pile of stones might give cover to a giant centipede.
19) cave entrance area. Some of the stone blocks are unstable and might tip over with anyone walking on them. 20% chance.
20) a 20 foot deep pit guarding room 13.
21) a 2 foot high crawl space. A nice magic necklace is back by the far wall.
22) a small room of debris. A few coins will be found after a few minutes search.
23) At the bottom of the wooden stairs into area 15 is a weak stone floor area that will dump a character into the muddy pool 30% of the time.
Great work. The description of 15 made me laugh, because it's just like some players to do something goofball like jumping up and down on the magic trigger.
This is it, unless someone feels I need to add more. I'll wait two days before I submit... I may not have much time to work more on this until Thursday. I didn't put much in the way of monsters as the ones put in, will determine how tough or easy it will be.
24) a small room, stone door, small chest
25) large connecting area, floor slightly raised area, could be interesting. But the stone is mortared into place. Digging with tools to open up the stone could attract monsters.
26) the way between 25 and 28 is blocked by this mud pit.
27) a small room, every other step brings forth the sound of a small bell.
28) rectangular room; small narrow way into 27 and a wider opening into room 29
29) a very clean room ( I put one of these in various dungeons... very clean means the floor drops away and dumps any characters, and monsters that step on it, into a pit. The depth can be varied by the toughness of this area).
Jim this looks great. Perspectives is very tricky. Bravo, sir, on such a complex, er, complex!
If I may, I have a few more suggestions to consider or not, as you see fit.
I think the map title would look better in the white space of the map (and, naturally, a different color so as to be visible).
Several walls toward the reader are more than one brick high. You may want to remove the layers above the first. You did this to good effect with Rooms 1, 2, 4, and 5.
The "back" walls (north and east) of several rooms are made from stacked "one-brick-high" wall symbols. I personally think they would look a lot better if they were the actual wall symbols instead, like you used in Room 3.
I would remove the "ceiling" from Room 12. It's the only room with a visible ceiling and it obscures some of the cool work you did with the room. It looks like you have columns in that room and those should be indicators enough to the reader that a ceiling rests on them.
The description for Room 14 doesn't indicate where the tunnel leads. Curious GM minds want to know. I'm sure curious player minds want to know, too, but who cares about them? they need to find out the hard way.
You have two compasses. The one in Room 8 and the one down by Room 18. You can probably get rid of the one by Rm 18 (it's hard to see anyway).
The scale/compass in Room 8 might look better if you moved it into the white space. Or, at least, think about moving it a bit to the left, and down, so the top and right dont overlap onto the walls.
The backdrop walls appear to be made of scaled-up single-brick walls, But the end of the east backdrop wall uses two rows of a normal-scaled symbol rather than the scaled up version.
I see you extended the floor a bit, but you used the scaled-up single brick wall symbols. Is that meant as a wall, to indicate the floor ends there? If so, I don't know that it's necessary. Also, the seven extra symbols at the corner facing us seems particularly distracting and un-needed. If there's a wall there, I recommend using normal-scaled single-brick symbols, or nothing at all. If the floor ends, I don't personally envision the room continues, but that may just be me.
This is a very neat map. It reminds me of the later AD&D module maps done by David "Diesel" S. LaForce. It's just begging to be explored which, I've said before, is my own personal litmus test for a map. Rock on.
The symbols on the south wall are to show its the end of that area. I haven't liked the ceiling on 12 and was thinking about removing it.
The mismatch in scale on the sybols on the east wall is due to the setback on every other level of wall pieces. I wanted to show a solid area in the extension and due to problems when i did a 'sort symbols' I decided to do it the way I did.
The two compasses come with perspectives templates, but I can remove one of them.
For the text, I really wanted it to go to the wall, but couldn't figure out how to do so.
I can fix the text for room 14.
I'll think about the rest.
edit:
The stones are there to cover the edge of the mud pond.
It bothers me about the walls not being high enough on the rooms. I realize that it could be confusing, but I've decided to leave them there.
Making some changes to the room descriptions and the map. Hopefuly uploading soon.
Please check the room descriptions, I think I caught everything but I'm not certain. I'll give until Thursday still for changes. Then I'll submit.
Entrance rooms, modified over the years by various groups who tried to make them livable. They failed. The room ceilings are not shown except for a partial one for room 12. The walled rooms are 10 to 12 feet high. The rest are open spaces.
1) entrance area. No matter how many of the torches are taken by adventurers, the torches get replaced. The other wall opening goes down to room 5.
2) a small ledge from 1 goes over to this room. This room also has a torch, taking it will cause a low volume howl to come from the wall sconce until the torch is replaced.
3) a long narrow room. A pit and a stair exits. The stairs don't go all the way down to the pool at 17. A 7 foot drop.
4) a small room that is entered from room 2 and areas 15 and 17. Although the floor is stone, stepping into this room will cause a wood creaking sound with each step. Remove Curse, or equivalent, to stop it, until the characters come back this way. Then it begins anew.
5) A square room with a chest and bookshelf flanked by pits. The stone wall above the stairs out of 5 and down to room 6 is a secret door. The book shelf should cointain not much but maybe a cookbok for orcs to use.
6) a small square room that exits down to area 7. Those steps turn into a slide into the muddy pool at 7. A 50% chance for a character to take the narrow stone ledge to the right of the stairs and semi-safety.
7) muddy pool about 5 feet deep. Halflings and dwarves beware !
8) a stone crypt. The statue wil attack if the crypt is approached. A small chest is inside, with only a few cheaper coins.
9) a small room, somewhat nicely furnished. The book shelf contains wood blocks painted to look like books. One of them contains a few small gems padded with cloth so they don't rattle.
10) a small crypt with a knight from years passed buried there. Beware the pit ! The knight might have some small treasure, his gear is rusted.
11) a small room with pillars blocking access to a chest of gold coins. The pillars might be a teleport trap.
12) a stone door leads into another crypt area with a partial ceiling shown. The mummy is painted wood.
13) a small room with a small chest. Some 2 magic rings and 50 rings that detect as magic but have no actual magic.
14) a small empty room with a wall tunnel and 2 wooden doors. Empty. The tunnel leads into area 30.
15) an area connecting various rooms, the ceiling goes up to the top of this area. The different color blocks, with the skeleton parts on them, emit sounds of a large rat nearby when they are stepped on. A character jumping up and down on the blocks will cause 1d8 giant rats to teleport in.
16) store room. The horizontal barrels contain beer. The upright barrels contain food. Drinking or eating any of these items has a 1 in 20 chance of making the character sick for a day. The large yellow vase contains lantern oil. The two wood bowls are empty. The 3 green bottles contain 3 doses of random magic potions.
17) large pool of water. The bootom raises and lowers with the nearest ocean's tide. The surface stays level, but the stone bottom of the pool raises and lowers. It varies form 3 feet to 30 feet deep.
18) a room that leads out into the cave entrance. The pile of stones might give cover to a giant centipede.
19) cave entrance area. Some of the stone blocks are unstable and might tip over anyone walking on them. 20% chance.
20) a 20 foot deep pit guarding room 13.
21) a 2 foot high crawl space. A nice magic necklace is back by the far wall.
22) a small room of debris. A few coins will be found after a few minutes search.
23) At the bottom of the wooden stairs into area 15 is a weak stone floor area that will dump a character into the muddy pool 30% of the time.
24) a small room, stone door, small chest
25) large connecting area, floor slightly raised area, could be interesting. But the stone is mortared into place. Digging with tools to open up the stone could attract monsters.
26) the way between 25 and 28 is blocked by this mud pit.
27) a small room, every other step brings forth the sound of a small bell.
28) rectangular room; small narrow way into 27 and a wider opening into room 29
29) a very clean room ( I put one of these in various dungeons... very clean means the floor drops away and dumps any characters, and monsters that step on it, into a pit. The depth can be varied by the toughness of this area).
30) large area with boney remains and location 8, a crypt.
31) hidden behind a hidden door, a small bottle and a treasure chest. Giant centipedes in the rock debris.
32) room that connects rooms 25 and 30. The light gray stones do one of several things. 1) ring a loud bell, 2) ring a quiet bell, 3) make a squeaking sound like wood squeaking, 4) nothing happens. So, roll 1d4. If the players nothing you rolling the d4 nd the result is nothing happens, do what I do... smile, look around the table, and continue on like nothing happened.
The stairs in room 32 just go up a few feet from the ceiling. No traps, no treasure, the stairs are just there. Maybe a stone looks loose.
Comments
I plan on expanding the floor further out and adding more rooms.
Crypt on lower right edge. On the left, those aren't pillar blocking the stairs, but a full height secret door hiding the stairs. Attempting a maze on the bottom floor.
Note that the walls are representative. The rooms are 10 feet high with ceilings. So an adventurer group wouldn't be able to see this area laid out the way it is as shown.
Anyway, I put a partial ceiling over the center crypt, but to my eyes it looks like the floor on the other side of that room instead of a ceiling.
Wood firniture in an abandoned mine ? Well, they could be mimics, waiting for someone to sit in them and have their next meal.
Nice slide into the muddy pond if someone isn't careful, with a small narrow stone bridge leading to a rickety wooden stair case.
I'll have to think over the next map, the mines. Not sure how I am going to map the mines area. Stalagtites and the few other items don't really give a mines impression. I would hate to have to switch to an overhead map for the rest of it.
As noted before, I don't have Per3, but looking at the sample dungeons in the CA66 folder, everything there seems more focused on just the rooms/caverns and routeways between, with little concern for the nearer (to the viewer) walls - because they're defined instead chiefly by where the floors lie alone.
As for the mines, and the stalagmite "problem", why not just leave the stalagmites off? The CA66 cave walls, rock floors and associated features should work well enough as abandoned mines, I'd say. For instance, take a look at the "Deep Caves" area of sample map "The Temple of the Black Flame", and imagine that with all, or most, of the stalagmites removed.
I'll make a separate mines map that this connects to, after i do a bit more on this one.
I wouldn't mind being able to add shadows and lights... but I don't know if those work with Perspectives or not. I haven't seen any examples of that.
First idea on a cave start, and I've added some more rooms to the developed part.
Entrance rooms, modified over the years by various groups who tried to make them livable. They failed. The room ceilings are not shown except for a partial one for room 12. The walled rooms are 10 to 12 feet high. The rest are open spaces.
1) entrance area. No matter how many of the torches are taken by adventurers, the torches get replaced. The other wall opening goes down to room 5.
2) a small ledge from 1 goes over to this room. This room also has a torch, taking it will cause a low volume howl to come from the wall sconce until the torch is replaced.
3) a long narrow room. A pit and a stair exits. The stairs don't go all the way down to the pool at 17.
4) a small room that is entered from room 2 and areas 15 and 17. Although the floor is stone, stepping into this room will cause a wood creaking sound with each step. Remove Curse, or equivalent, to stop it, until the characters come back this way. Then it begins anew.
5) A square room with a chest and bookshelf flanked by pits. The stone wall above the stairs out of 5 and down to room 6 is a secret door. The book shelf should cointain not much but maybe a cookbok for orcs to use.
6) a small square room that exits down to area 7. Those steps turn into a slide into the muddy pool at 7. A 50% chance for a character to fall off the narrow stone ledge to the right of the stairs and semi-safety.
7) muddy pool about 5 feet deep. Halflings and dwarves beware !
8) a stone crypt. The statue wil attack if the crypt is approached. A small chest is inside, with only a few cheaper coins.
9) a small room, somewhat nicely furnished. The book shelf contains wood blocks painted to look like books. One of them contains a few small gems padded with cloth so they don't rattle.
10) a small crypt with a knight from years passed buried there. Beware the pit ! The knight might have some small treasure, his gear is rusted.
11) a small room with pillars blocking access to a chest of gold coins. The pillars might be a teleport trap.
12) a stone door leads into another crypt area with a partial ceiling shown. The mummy is painted wood.
13) a small room with a small chest. Some 2 magic rings and 50 rings that detect as magic but have no actual magic.
14) a small room with a wall tunnel and 2 wooden doors. Empty.
15) an area connecting various rooms, the ceiling goes up to the top of this area. The different color blocks, with the skeleton parts on them, emit sounds of a large rat nearby when they are stepped on. A character jumping up and down on the blocks will cause 1d8 giant rats to teleport in.
16) store room. The horizontal barrels contain beer. The upright barrels contain food. Drinking or eating any of these items has a 1 in 20 chance of making the character sick for a day. The large yellow vase contains lantern oil. The two wood bowls are empty. The 3 green bottles contain 3 doses of random magic potions.
17) large pool of water. The bottom raises and lowers with the nearest ocean's tide. The surface stays level, but the stone bottom of the pool raises and lowers. Water doesn't splash out as there are a large number of small holes in several places along the sides. The water varies from 3 feet to 30 feet deep.
18) a room that leads out into the cave entrance. The pile of stones might give cover to a giant centipede.
19) cave entrance area. Some of the stone blocks are unstable and might tip over with anyone walking on them. 20% chance.
20) a 20 foot deep pit guarding room 13.
21) a 2 foot high crawl space. A nice magic necklace is back by the far wall.
22) a small room of debris. A few coins will be found after a few minutes search.
23) At the bottom of the wooden stairs into area 15 is a weak stone floor area that will dump a character into the muddy pool 30% of the time.
Thanks !
24) a small room, stone door, small chest
25) large connecting area, floor slightly raised area, could be interesting. But the stone is mortared into place. Digging with tools to open up the stone could attract monsters.
26) the way between 25 and 28 is blocked by this mud pit.
27) a small room, every other step brings forth the sound of a small bell.
28) rectangular room; small narrow way into 27 and a wider opening into room 29
29) a very clean room ( I put one of these in various dungeons... very clean means the floor drops away and dumps any characters, and monsters that step on it, into a pit. The depth can be varied by the toughness of this area).
If I may, I have a few more suggestions to consider or not, as you see fit.
- I think the map title would look better in the white space of the map (and, naturally, a different color so as to be visible).
- Several walls toward the reader are more than one brick high. You may want to remove the layers above the first. You did this to good effect with Rooms 1, 2, 4, and 5.
- The "back" walls (north and east) of several rooms are made from stacked "one-brick-high" wall symbols. I personally think they would look a lot better if they were the actual wall symbols instead, like you used in Room 3.
- I would remove the "ceiling" from Room 12. It's the only room with a visible ceiling and it obscures some of the cool work you did with the room. It looks like you have columns in that room and those should be indicators enough to the reader that a ceiling rests on them.
- The description for Room 14 doesn't indicate where the tunnel leads. Curious GM minds want to know. I'm sure curious player minds want to know, too, but who cares about them? they need to find out the hard way.
- You have two compasses. The one in Room 8 and the one down by Room 18. You can probably get rid of the one by Rm 18 (it's hard to see anyway).
- The scale/compass in Room 8 might look better if you moved it into the white space. Or, at least, think about moving it a bit to the left, and down, so the top and right dont overlap onto the walls.
- The backdrop walls appear to be made of scaled-up single-brick walls, But the end of the east backdrop wall uses two rows of a normal-scaled symbol rather than the scaled up version.
- I see you extended the floor a bit, but you used the scaled-up single brick wall symbols. Is that meant as a wall, to indicate the floor ends there? If so, I don't know that it's necessary. Also, the seven extra symbols at the corner facing us seems particularly distracting and un-needed. If there's a wall there, I recommend using normal-scaled single-brick symbols, or nothing at all. If the floor ends, I don't personally envision the room continues, but that may just be me.
This is a very neat map. It reminds me of the later AD&D module maps done by David "Diesel" S. LaForce. It's just begging to be explored which, I've said before, is my own personal litmus test for a map. Rock on.Cheers,
~Dogtag
The mismatch in scale on the sybols on the east wall is due to the setback on every other level of wall pieces. I wanted to show a solid area in the extension and due to problems when i did a 'sort symbols' I decided to do it the way I did.
The two compasses come with perspectives templates, but I can remove one of them.
For the text, I really wanted it to go to the wall, but couldn't figure out how to do so.
I can fix the text for room 14.
I'll think about the rest.
edit:
The stones are there to cover the edge of the mud pond.
It bothers me about the walls not being high enough on the rooms. I realize that it could be confusing, but I've decided to leave them there.
Making some changes to the room descriptions and the map. Hopefuly uploading soon.
Entrance rooms, modified over the years by various groups who tried to make them livable. They failed. The room ceilings are not shown except for a partial one for room 12. The walled rooms are 10 to 12 feet high. The rest are open spaces.
1) entrance area. No matter how many of the torches are taken by adventurers, the torches get replaced. The other wall opening goes down to room 5.
2) a small ledge from 1 goes over to this room. This room also has a torch, taking it will cause a low volume howl to come from the wall sconce until the torch is replaced.
3) a long narrow room. A pit and a stair exits. The stairs don't go all the way down to the pool at 17. A 7 foot drop.
4) a small room that is entered from room 2 and areas 15 and 17. Although the floor is stone, stepping into this room will cause a wood creaking sound with each step. Remove Curse, or equivalent, to stop it, until the characters come back this way. Then it begins anew.
5) A square room with a chest and bookshelf flanked by pits. The stone wall above the stairs out of 5 and down to room 6 is a secret door. The book shelf should cointain not much but maybe a cookbok for orcs to use.
6) a small square room that exits down to area 7. Those steps turn into a slide into the muddy pool at 7. A 50% chance for a character to take the narrow stone ledge to the right of the stairs and semi-safety.
7) muddy pool about 5 feet deep. Halflings and dwarves beware !
8) a stone crypt. The statue wil attack if the crypt is approached. A small chest is inside, with only a few cheaper coins.
9) a small room, somewhat nicely furnished. The book shelf contains wood blocks painted to look like books. One of them contains a few small gems padded with cloth so they don't rattle.
10) a small crypt with a knight from years passed buried there. Beware the pit ! The knight might have some small treasure, his gear is rusted.
11) a small room with pillars blocking access to a chest of gold coins. The pillars might be a teleport trap.
12) a stone door leads into another crypt area with a partial ceiling shown. The mummy is painted wood.
13) a small room with a small chest. Some 2 magic rings and 50 rings that detect as magic but have no actual magic.
14) a small empty room with a wall tunnel and 2 wooden doors. Empty. The tunnel leads into area 30.
15) an area connecting various rooms, the ceiling goes up to the top of this area. The different color blocks, with the skeleton parts on them, emit sounds of a large rat nearby when they are stepped on. A character jumping up and down on the blocks will cause 1d8 giant rats to teleport in.
16) store room. The horizontal barrels contain beer. The upright barrels contain food. Drinking or eating any of these items has a 1 in 20 chance of making the character sick for a day. The large yellow vase contains lantern oil. The two wood bowls are empty. The 3 green bottles contain 3 doses of random magic potions.
17) large pool of water. The bootom raises and lowers with the nearest ocean's tide. The surface stays level, but the stone bottom of the pool raises and lowers. It varies form 3 feet to 30 feet deep.
18) a room that leads out into the cave entrance. The pile of stones might give cover to a giant centipede.
19) cave entrance area. Some of the stone blocks are unstable and might tip over anyone walking on them. 20% chance.
20) a 20 foot deep pit guarding room 13.
21) a 2 foot high crawl space. A nice magic necklace is back by the far wall.
22) a small room of debris. A few coins will be found after a few minutes search.
23) At the bottom of the wooden stairs into area 15 is a weak stone floor area that will dump a character into the muddy pool 30% of the time.
24) a small room, stone door, small chest
25) large connecting area, floor slightly raised area, could be interesting. But the stone is mortared into place. Digging with tools to open up the stone could attract monsters.
26) the way between 25 and 28 is blocked by this mud pit.
27) a small room, every other step brings forth the sound of a small bell.
28) rectangular room; small narrow way into 27 and a wider opening into room 29
29) a very clean room ( I put one of these in various dungeons... very clean means the floor drops away and dumps any characters, and monsters that step on it, into a pit. The depth can be varied by the toughness of this area).
30) large area with boney remains and location 8, a crypt.
31) hidden behind a hidden door, a small bottle and a treasure chest. Giant centipedes in the rock debris.
32) room that connects rooms 25 and 30. The light gray stones do one of several things. 1) ring a loud bell, 2) ring a quiet bell, 3) make a squeaking sound like wood squeaking, 4) nothing happens. So, roll 1d4. If the players nothing you rolling the d4 nd the result is nothing happens, do what I do... smile, look around the table, and continue on like nothing happened.
The stairs in room 32 just go up a few feet from the ceiling. No traps, no treasure, the stairs are just there. Maybe a stone looks loose.