Minecraft Dungeons:Gold Room

A gold room is a sub-dungeon within that are accessed by entering Hunt Doors that do not direct to  arenas. Taking the appearance of Bastion Remnants, these areas always generate in a rectangular layout, with a gated retracted bridge, and act as a source of.

Appearance
Gold rooms are small treasure-like rooms located within the Nether, which can be randomly entered during Ancient Hunts. They're usually located within a Bastion remnant and come in different sizes, such as small to large. The rooms mostly consist of one or a few bridges, hallways made of blackstone, and a few gold blocks are seen scattered around them. In the center of the room are one or two chests where heroes can obtain gold. On certain corners, ambushes may trigger which rewards heroes with chests upon victory.

Description
The hero walks along a narrow hallway, away from the Hunt Door of entry, that descends to a corner containing 2 to 3 regular or large Gold Chests and an acceding branch pathway leading to the upper corners. The upper corners may contain 1 intractable ambush beacon or lever structure per corner that, after activation and overcoming the multi-part ambush, lowers the gates of a connected room containing a varying number of Common Chests, Fancy Chests, Obsidian Chests, regular Gold Chests, and Large Gold Chests. A hidden Fancy Chest can occasionally be located at the upper branch of the top-left corner. The top-left corner connects to a staircase with a Supplies Chest and an intractable button that extends the gated bridge and lowers the bridge barrier gates, providing a shortcut back to the Hunt Door of entry. No more than 10 Gold Chests can appear in a Gold Room at a time.

The initial corridor provides a little area to battle the mobs that lurk within them. Heroes can easily become overwhelmed if the mobs that reside are particularly formidable with enchantments. Gaps and pits are plentiful within Gold Rooms, careless rolling may lead heroes to fall off the traversable structure and take respawn damage.

Native

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with subtypes,  , and   respectively referring to small, medium, and large generation styles.