The basic concept is pretty old: I made a solo dungeon crawl RPG for a 1KM1KT challenge that used the spatial relationships between dice for mapping; I didn't use an actual dice map until v1.1; that map was a simple box divided into four triangles containing labels. But I quickly decided to improve the idea by using the space defined by the box as a representation of the room itself.
Here's the new version of this dice map. Roll at least 3d6 on this map and interpret the results based on which region they land in:
- Exits (outer region): The room has at least one entrance. Any dice that land in the outer region represents additional exits from the room (1-3 = passageway; 4 = open/unlocked door; 5 = locked door; 6 = secret door.) The exact position of the dice indicates which wall the door is in.
- Monsters (inner square): the basic die result may be interpreted as a roll on a custom six-item chart, or as an indicator of relative monster level.
- Features (inner circle): Dice result indicate what type of interesting items are in the room (1-2 = box, barrel, or chest; 3 = idol, image, or statue; 4 = fountain; 5 = lamp or vase; 6 = stairs.)
You will notice that there's an additional phrase in each region printed in solid black. This is to interpret an additional die roll: a single d6, d10, d12, or d20. If this lands in the second ("monster") region, it indicates an additional room feature; otherwise, it indicates a trap. Traps in the outer square are trapped exits; traps in the inner circle are on features in the room or on the floor/ceiling if there are no features. Again, the name or description of the feature or trap begins with one of the indicated letters in the key word the die lands near.
There's a lot of other tricks you can use with this dice map, but I think this is plenty to think about for now.