I've expanded the map of the mine from yesterday. As a quick key, the numbers are for ease of reference, the green blocks mean the mine continues in those directions, and the purple squares are holes leading down to the next level. As you see, they are marked with a "D" for down, and the green square at the bottom has an "O" for opening, as in ...to the mine.
One further note of importance (2 actually), room 11 is where the miners are being held prisoner, and the purple block down to the next level is being secretly carved out of an existing column as a means of escape.
Yesterday, the party entered the mine and encountered a patrol at location 1. This opens some questions about life underground. If a battle makes a lot of noise, anyone nearby will hear it and come running. So once you enter the mine and start combat, you may not leave it until the mine is empty. This doesn't work logistically, and it would suck in game terms. The deus ex machina solution is to just treat each location individually and ignore the possibility of alerting adjacent opponents. This would work for game purposes, but is a little extreme and doesn't seem legitimate. Another similar option, or related option, is to assume that the map condenses locations for mapping purposes, and that greater distance lies between location. Again, this is manipulative and offends my sensibilities.
I'm going to take a creative leap off a different cliff, and go with this. These mines are somewhat rudimentary, cutting through raw earth with hand tools, supported with wooden beams. I'm saying they are more dirt than finished stone, that they weave and run off true from time to time, and that they end up muffling most of the noise anyone might generate. Obviously, we're charting this as wide enough for adventurers to move around freely and engage in combat, but these are mines, and not dwarven mines. Dwarven mines would be worked with greater precision and an aesthetic appeal missing from here.
For this mine, we're going with the premise that sound will be muffled enough not to attract everyone in the complex. Some of the areas are closer, and that won't always be true, but when the DM wishes to keep encounters separate, they have that option.
Going forward, I'll start adding details about the various areas. For now, room 4 is a storeroom and repository, room 5 is where the orc patrols and prison guards hunker down, and rooms 2 and 3 house leaders and serve as an "office" for the operation. As I mentioned above, the prisoners are kept in area 11, with a guard set in area 6 to keep them in their corner and watch the ladder down to level 2. They have a clever pit trap set up in the middle of that corridor, with wooden planks they can lay across when they want to go down.
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