|Three Level Dungeon, click for a larger view|
Here's a three-level dungeon I drew on a copy of the Draw Your Own Floor Plan sheet from B2. It's in the same style as the previous map by my friend E.H., with green ink dungeon walls (presumably because the grid is in black), red secret doors, yellow 10' falling blocks (here outlined in green ink) and black pits. It also shows the influence of the Holmes Basic rulebook in two places: the levels are Lvl 1, Lvl1 up, and 2nd Lvl, like the first three levels of Skull Mountain, and there's an underground cave with a beach and water (Room 21) per the Sample Dungeon.
Some of the other traps on the map:
Room 3 - The "L" on the door indicates it is locked.
Room 7 - The brown-colored trap at the entrance is a blade that swings out sideways when the door is opened. The wavy lines along the walls are curtains, surely concealing a hiding monster. Boo!
Room 8 - In the hall leading to this room, the circle with a line in the hall is a "pendulum ball" trap (ball swings down from the ceiling). There's also one at the entrance to room 12.
Room 15 - A key I have elsewhere indicates that a "red man" is a teleporter, though it's possible I had something else in mind here.
Room 17 - At the bottom of the stairs to the east is a "pendulum blade" trap (blade swings down from the ceiling).
Room 19 - The entrance to this room is just a wall, which may mean it was bricked shut. Perhaps the teleporter sent you here. Or I just forgot to draw a door, as there seems to be one missing between rooms 26 and 27.
I do have two pages of unfinished notes for this dungeon, including the two upper levels, but I think they date from several years after I originally drew the map. In this conception some kind of evil cult had taken up residence in the lower level and was intent on summoning an evil horror in room 19.