I was doing a little bit of experimenting with rolling for extra exits from rooms and corridors in WHQ - splitting the deck as with the t-junction.
1d6
1,2,3 normal number of exits (as described in the card)
4,5 one extra exit
6 two extra exits
Gameplay involves a bit on doubling back and there's a few dead-ends.
The dungeon was explored to the East first, the quest room was found to the North, and then there would have been the option to explore the west side of the the dungeon for straggler monsters and treasures.
Makes for interesting layouts, no? ...and sometimes short adventures!
< br /> (Taken with phone - apologies for low quality)