Create a new, small (less than 8x8), "INTERIOR" area, and name it Tunnels. Use your imagination and create the tunnel any way you like. It will contain just one storage area for food and other "finds" by the dire rat community. You may want to place some debris in the tunnels as rats aren't known for housekeeping.
Place the storage area at one end of the tunnel, and a staircase (going down to the next level: Crimons lair) at the other end. You should place the crevice (exit to Inn basement) somewhere towards the center of the tunnel system. (See an example of the 6x8 tunnel below, you can create the tunnel in any way you like.)
By placing the crevice towards the center of the tunnel will help to "encourage a player to explore the tunnel system more thoroughly. Imagine this: If you were to enter a tunnel and found yourself somewhere in the middle of a thoroughfare, you would likely have to make a choice to explore either the left or the right of it, first. Whatever you chose, once you have reached the end of it, you would begin to wonder what could be found at the other, unexplored end! This is arguably one of the reasons why D&D games can be so addictive... it brings out the "curious nature" in human.
As far as the staircase is concern, you are free to place a door to prevent the players from accessing the staircase; or not. A door can make for an interesting alternative. When the player click on the door, he/she may receive a dialog box "reminding" the player to return only after he/she is more fully prepared or equipped. On the other hand, a staircase with a lock door may cause the players to think, "How on earth would the dire rats move from level to level with a locked door?" [Reasoning: The dire rats used rat tunnels to move around. These upper tunnels are make for the wererat. The lower tunnel was part of an ancient tunnel system that had existed many years before.]
What about making the door a "plot item and then leaving a key to the door somewhere on the level? Is a key necessary in this case? In all likelihood the wererat would probably want to have the key with it all the time. (Why leave a key lying around somewhere? It is not likely that the dire rats army will ever have the need to use the key to open a door.) This means, the player will likely only find the key after he/she has disposed off the wererat. The stronger player can always break down the door, and a player with rogue skill can lockpick it.
When you are designing the dungeon (generally speaking), you may think giving the player a key (albeit stashing it somewhere on the level) will make life easier for the player. Remember that providing all the solutions will make the story less credible. Just thinkl about it: If the wererat is the only creature that use the tunnel, why would it leave a spare key lying around? It will make for a stronger story to not have a key hidden in the tunnel, but to have the key be found on the wererat's body.]
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