[RPG] How to effectively map a multi-level dungeon

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My players are getting awfully close to entering a multi-story pagoda dungeon that exists in my game. I think it'll be a fun adventure, but I find that I am worried about trying to map it all out for them.

I've always needed to draw out the dungeon as they've explored so as to preserve the mystery, using a dry-erase grid and some markers. I also usually sketch out the maps in advance in a notebook. However, I doubt that will work too well with a large temple with multiple interconnected floors.

My main concern is verticality. I want the players to be able to go up and down (via staircases, ladders, and trap doors etc.) (potentially even split the party) without needing to erase and redraw entire level maps.

Has anyone else run into this issue and knows of any good techniques or resources to handle a much more 3-dimensional map than D&D is really designed for?

Best Answer

Use a Ring Binder and Poly wallets

I once ran a similar scenario, but mine was a dungeon that went down a whole lot with plenty of sub-levels.

For this, you will need two ring binders, a whole bunch of poly wallets, some paper, a pencil, some tape/glue/adhesive and some scissors. Optional extra is some tracing paper.

  1. Draw each discrete room/explorable area separately on paper and cut them out. Make sure they are all to scale with each other, and when fitted together will fit within a poly wallet's surface area

  2. Stick each room in/on a poly wallet, so that when you layer them on top of each other, a full level is formed like a jigsaw

  3. Optionally, add a layer of tracing paper between floors to show the difference in height/depth

  4. Stick them all in your ring binder

  5. As your party explores the dungeon/temple/whatever, take the new room from your binder and place it in the correct position of the party's binder. Thus they will slowly uncover more of the dungeon and be able to see how it all fits together as they go. Because each room is fixed in place, this will let your players flick through the binder and guess where certain stairs will lead, identify gaps for secret rooms, etc.

Note: Unless your dungeon is very tall and thin, this map will not be suitable for miniature combat, but that's when you break out the dry-erase grid and sketch the relevant area.

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