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GameMastery Guide / Adventures / Dungeons / Drawing a Dungeon Map

Sketching the Map

Source GameMastery Guide pg. 174
Using a pencil, sketch out the basic shape of your map. You can indicate the position and relative size of rooms by simply drawing rough shapes and circles and then labeling each—“kitchen,” “library,” “owlbear lair,” and so on. If your dungeon is in an aboveground structure or other location with a definite border, draw this in to constrain your design. Once you’re happy with the basic shape, go ahead and start drawing rooms and hallways, then drop in symbols for dungeon features. Make notes in the margins or in rooms to remind you of ideas for the rooms’ contents as you create them.

Here are several things to keep in mind while you’re creating your map:

Map Symbols: Use symbols to represent common features found in most dungeons—doors, stairs, traps, pillars, and more. Using these standardized map symbols keeps your maps from becoming too cluttered with written notes and tags. Common map symbols are shown on page 175.

Avoid Empty Rooms: Unless you’re specifically designing a dungeon that is partially abandoned or you’re trying to lull your PCs into a false sense of security, don’t add too many empty rooms, as they can clutter your map.

Don’t Overdraw: If you have an idea of how many encounters you want or how long you want a session of dungeon exploration to run, don’t build a dungeon that’s too small or too big. Take note of how long it generally takes your group to play through an average encounter (whether 10 minutes, a half-hour, an hour, or whatever) and design with that timeframe in mind. If your group generally clears one room an hour and you want the dungeon to take up two 5-hour sessions, make sure the dungeon contains only about 10 rooms.

Leave Room for Expansion: Unless you’re certain you don’t want to return to your dungeon later or want it to serve as a truly enclosed area, it’s usually a good idea to include some sort of concession toward future expansion. A tunnel running off the edge of the map, a river or large underground pool, or a large pit can all lead the way to new areas just beyond the boundaries of your creation.

Avoid Symmetry: Refrain from creating symmetrical dungeons in which one half is an exact mirror image of the other—not only is this somewhat unrealistic, but it robs the players of the thrill of exploration once they realize that they only have to explore half of a dungeon to see it all.

Vary Room Shapes: Just as symmetry is bad, so is over-reliance on square or rectangular rooms. By including strangely shaped rooms, alcoves, multilevel rooms, irregular caverns, and other variations in room size and shape, you not only provide each room’s combat encounters with different tactical elements, but your map becomes a more interesting location to draw, look at, and play in.

Wide Corridors: Remember that combat in the Pathfinder RPG is based on 5-foot squares. If you fill your dungeon with 5-foot-wide hallways, you’re not only forcing many prospective battles to narrow down to one-on-one conflicts between one monster and one player, you’re also making it more difficult for monsters of Large size or bigger to live in or move about in your dungeon. Also keep the size of the dungeon’s inhabitants in mind—if your dungeon is a cloud giant’s floating castle, for example, the rooms and corridors should be giant-sized, not human-sized.