There are two different kinds of mining to carve out the rooms in this small dungeon. In the top half, including the stair entrance, everything is very well laid-out and orthogonal, with square corners and perpendicular walls. A rough cavern tunnel runs through the middle of this area, dividing between the two sections, and offering passage away in both directions. The chambers on the far side of the rift are also squarely built, but the connecting hallways and the orientation of each room has a much more haphazard configuration than the more regular layout of the entry section.
Most of the maps I’ve done so far have been pretty self-contained, with only one way in or out. But this one has clear extensions with the rough cavern extending off in both directions. I think the flexibility to be able to extend it and do more, just using this as a jumping-off point, is better than the completely enclosed versions, but I’d be interested in hearing from anyone who is using any of these maps with any thoughts on the topic.
I conceived of this as starting with the grand stair, descending down into the column hall as the starting point, but it occurs that it could also be accessed through either end of the long cavern, so there are multiple options for GMs to adapt and use this.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project.