Battle maps

Twelve dungeon map ideas that are not just corridors and boxes

The default dungeon is a rectangle joined to another rectangle by a two-square hallway, and it plays exactly as interesting as it sounds. Here are twelve shapes that make players choose something.

· 8 min read · TerrainTale

Hollowdeep Cells: stone corridors lit by torches, cells and a vault
Real screenshot from the app.

Shapes that use height

A chapel with a balcony running along two walls: archers above, melee below, and one staircase everyone wants. A collapsed floor that drops into the level below, so falling is a tactic rather than an accident. A vault with a walkway across the middle at 15 feet — cross it or go around.

  • Chapel with a wraparound balcony and one contested stair.
  • Collapsed floor opening onto the level beneath.
  • A walkway crossing a vault at 15 feet.
Close-up of a dungeon corridor with a torch and a skeleton

Shapes that use terrain

A flooded chamber where half the squares are difficult terrain and the deep end is a swim. A mushroom cavern with spore clouds that block sight but not movement. A collapsed mine with a cart line the party can push a cart down.

  • Flooded vault, waist-deep in the low half.
  • Spore cavern — sight blocked, movement free.
  • Mine cart rails as a moving piece of cover.

Shapes that use time

A ritual room where a circle finishes on round five. A furnace hall that heats a band of squares each round. A rising-water cistern where the safe squares shrink. All three convert "kill the monsters" into "solve the room before it solves you".

  • Ritual circle with a visible countdown.
  • Furnace hall — a new band of squares becomes dangerous each round.
  • Cistern filling from one corner.

Shapes that use the party against itself

A narrow bridge that only supports two. A prison block where opening the cells helps and also releases something. A treasury with a floor that reacts to weight. Each one splits a party that wants to stay together.

  • A bridge that takes two, with a fight at both ends.
  • Cells that must be opened, containing allies and worse.
  • A pressure floor that punishes bunching.

Building them fast

Every one of these is a room plus one idea, which means it is a room-tool drag plus about three props. Start from the Hollowdeep Cells starter scene, keep the corridors, and replace one chamber with an idea from this list — a dungeon gets an entire personality from a single changed room.

Questions

How big should a dungeon be for one session?

Five to eight rooms, two or three with fights. More than that and the session becomes a floorplan tour.

Do I need to map corridors at all?

Map the ones where something happens. Narrate the rest — "you follow the passage for a minute" costs nothing and saves twenty squares.

How do I show height on a map?

Build it in three dimensions if you can, and keep a ruler that reports height. Anything else is repeated explanation.

Ready to put a map on the table?

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