He has highlighted some key text in a few descriptions from Caverns of Thracia as a way of organizing the room key.
It occurred to me that diving the room key up into predictable sections would make things easier for me. I could focus on specific sections at specific times during play. Areas that had no information would be whitespace in the document. Much like empty rooms on a map, these "blank areas" could be filled in as the mood strikes you.
Here's a link to FrDave's post.
Here's my take on the same information. This is a rough idea only. It requires testing and refinement.
|Room Title||Combat Info||Monsters|
OVERVIEW: ROOMS 1-5 are covered in bat guano. When running or while in combat a save must be made every round to avoid falling down.
|1. ENTRY HALL|
|There are some bats on the ceiling.||If disturbed (a Light spell, for example), they will panic and a wandering monster check will be triggered. They are otherwise harmless.|
|2. TEMPLE||Saves are at -2 to fall|
|The ceiling is covered by a swarm of bats.||If disturbed (a Light spell, for example), they will panic. Visibility will be reduced to 5’ and a wandering monster check will be triggered.|
|3. ALCOVE||Saves are at -2 to fall|
|Same as Room 2. In addition, there is a broken statue of an Atenist priest. There trails in the guano that lead to both Rooms 4&5.||If disturbed (a Light spell, for example), they will panic. Visibility will be reduced to 5’ and a wandering monster check will be triggered.|
|4. CHAPEL||Saves are at +4 to fall down.||8 Giant Centipedes (small, non-lethal): AC9; HD 1d2; HP 2,2,2,2,1,1,1,1; ATT 1 Bite (Poison, save at +4 or be at -4 on all rolls for 2d4 days).|
|The door to this room is jammed shut (-1 on opening). Within the rubble of a winged statue are Giant Centipedes. Several dead centipedes litter the floor.||60gp, 2000sp, and a gold & silver Atenist holy symbol worth 65gp.|
|5. CHAPEL||They are recovering from a battle with the centipedes in Room 4. Numbers in brackets indicate poisoned kobolds — they are at -4 on all rolls.||14 Kobolds AC6; HD 1d4; HP ,,,,,,3,3,2,2,2,2,2,1; ATT 1d6.|
|The door to this room is ajar. There is rubble from several statues that have been broken beyond recognition. If the rubble is removed, they will reveal a discoloration in the wall where the secret door is.||Each kobold carries 3gp. The leader (4hp) has a gem worth 25gp.|