Today's room is a flooded bath or wash area. The room is unlit, and the lack of lighting plus water on the floor obscure a net trap near the south doors. The hall outside is barricaded with stacks and stacks of boxes and barrels, encouraging folks through the flooded room. If they step on the net trap, it yanks them upwards and rings a bell, alerting the folks in adjoining rooms.
Not really sure how I'll handle the last few rooms on this floor. I know who are in them, but I think I have to break the scheme I set for myself. Or rather, I broke it days ago. I'm trying to keep to roughly 14 rooms per floor, then divide those into a variation on the B/X ratio of rooms - 4 Creature Rooms, 2 Trap Rooms, 2 Special Rooms, 4 Empty/Lore Rooms, and 2 extra rooms that can be any of those types. I ended up making a bunch of Creature Rooms (i.e., places where you run into animals, monsters, or potentially hostile folks) and blew right through those limits. That leaves me scrambling to "fit" extra Trap and Special rooms in at the very end. I think I am not going to sweat that too much this floor, then try to do better next.
I also am starting to think about halls as rooms after I had an odd little bit of space in the hall I drew and stuck a statue there to fill it in. You can see it just north of the bone room (1/26) and west of the lift room (1/17). Anne at DIY and Dragons wrote a post about that a few years back, Should we Start Numbering Hallways on our Maps?. Every time I draw a map, I wonder if I should be following the advice in the article and treat the hallways as rooms. It makes sense. But it does add a lot of extra keying. I'm going to try and keep it in mind, but not stress if I don't follow its advice religiously - this is still a rough draft of a dungeon, ya' know?
