Map & Region Generator
Generate AI-assisted battle maps and multi-room dungeons with terrain features, tactical elements, and spatial connections
Map Generator Guide
Spec: multi-room-dungeon-enhancement
Generate AI-assisted battle maps and multi-room dungeons for D&D 5e sessions. Create single rooms for quick encounters or entire connected dungeons with room purposes, stocking patterns, and spatial connections in seconds.
Quick Start
Single Room Map
- Navigate to Generate → Map Generator
- Enter Map Name (e.g., "Ancient Temple Ruins")
- Add Terrain Features (collapsed pillars, hidden altar, etc.)
- Click Generate Map (or press Cmd+Enter / Ctrl+Enter)
- Review the generated map with terrain features and grid configuration
- Click Save to Library (or press Cmd+S / Ctrl+S) to save
Multi-Room Dungeon
- Navigate to Generate → Map Generator
- Enter Dungeon Name (e.g., "Cult Hideout")
- Set Number of Rooms (2-20, tier-limited)
- Select Connection Pattern (Linear, Branching, Hub, or Five Room)
- Choose Dungeon Theme (cult_hideout, dragon_lair, bandit_camp, etc.)
- Set Party Level (1-20) for difficulty scaling
- Enable Auto-Stock for traditional dungeon stocking
- Click Generate Dungeon (charges N generations for N rooms)
- Review dungeon with all rooms, connections, and read-aloud text
- Click Save Dungeon to save entire dungeon with spatial connections
Form Inputs
Single-Room Mode
Map Name (required, max 100 characters)
- Name for your battle map
- Example: "Throne Room", "Forest Clearing", "Ancient Crypt"
Terrain Features (optional, max 10 features)
- Add features for tactical variety
- Each feature max 200 characters
- Examples: "Collapsed pillars providing half-cover", "Hidden altar with trapped lock", "Overgrown vines (difficult terrain)"
World Setting (optional)
- Select biome, geography, climate for context
- Influences terrain generation
- Examples: Jungle ruins, mountain caves, urban streets
Multi-Room Mode
Number of Rooms (required, 2-20)
- Free tier: Max 3 rooms
- Trial tier: Max 5 rooms
- Premium tier: Max 20 rooms
- Charges: N rooms = N generations
Connection Pattern (required)
- Linear: Sequential progression with bypass routes
- Best for: Dungeon crawls, linear narratives
- Example: Classic "room after room" exploration
- Branching: Paths split and converge
- Best for: Player choice, exploration emphasis
- Example: Fork in the road with reuniting paths
- Hub: Central room with spokes radiating outward
- Best for: Open exploration, sandbox dungeons
- Example: Grand hall with doors to many areas
- Five Room: Classic 5-room dungeon layout
- Best for: Short sessions, one-shots
- Example: Entrance → Guardian → Puzzle → Trick → Boss
Dungeon Theme (optional, max 100 characters)
- Theme influences room purposes and descriptions
- Predefined Themes:
cult_hideout: Ritual chambers, shrines, torture roomsdragon_lair: Treasure vaults, crypts, boss lairbandit_camp: Barracks, armory, storageancient_ruins: Libraries, puzzle rooms, cryptswizard_tower: Laboratories, libraries, arcane shrines
- Custom Theme: Provide your own (e.g., "pirate smuggler's den")
Party Level (optional, 1-20)
- Scales encounter difficulty
- Room 1 starts easy, final room is boss-level
- Example: Level 3 party → Room 1 (CR 1), Room 5 (CR 4)
Auto-Stock (optional, default: true)
- Applies traditional dungeon stocking patterns
- Distribution:
- 30-40% Empty (exploration, rest areas)
- 40-50% Encounter (combat scaled to party level)
- 10-20% Trap (hazards, environmental challenges)
- 10-20% Special (puzzles, NPCs, treasure, unique features)
- Constraints:
- No more than 2 consecutive combat rooms
- 1 guaranteed safe rest room (dungeons ≥3 rooms)
- Final room always encounter (boss fight)
Connection Patterns Explained
Linear Pattern
Topology:
[1] → [2] → [3] → [4] → [5]
↓ ↑
└───────────┘ (secret bypass)
Characteristics:
- Sequential room progression
- Optional secret passages for shortcuts
- 33% chance of bypass route (dungeons ≥4 rooms)
- Best for: First-time GMs, new players, dungeon crawls
Example Use Case:
"The party enters a kobold warren. They progress through the guard post (Room 1), barracks (Room 2), storage room (Room 3), and finally reach the chieftain's chamber (Room 4). A clever rogue finds a secret tunnel from Room 1 directly to Room 3, bypassing the barracks."
Branching Pattern
Topology:
[1]
/ \
[2] [3]
\ / \
[4] [5]
Characteristics:
- Paths split at decision points
- Multiple routes to objectives
- Convergence points where paths reunite
- Best for: Player agency, exploration-heavy campaigns
Example Use Case:
"From the entrance hall (Room 1), the party can choose the western corridor (Room 2) or the eastern stairs (Room 3). The western path leads to a puzzle room (Room 4), while the eastern path has a trap room (Room 5). Both eventually lead to the treasure vault."
Hub Pattern
Topology:
[2] [3] [4]
\ | /
[1] ← hub
/ | \
[5] [6] [7]
Characteristics:
- Central chamber with multiple exits
- Spoke rooms can be explored in any order
- Sandbox-style exploration
- Best for: Open-world dungeons, investigation scenarios
Example Use Case:
"The party enters a circular shrine (Room 1) with five alcoves radiating outward. Each alcove contains a different elemental trial (Rooms 2-6). The party can tackle them in any order before proceeding to the final sanctum (Room 7)."
Five Room Pattern
Topology:
[1 Entrance] → [2 Guardian] → [3 Puzzle]
↓
[5 Boss] ← [4 Trick]
↑
[Secret from 1] (optional)
Characteristics:
- Classic 5-room dungeon structure
- Room 1: Entrance (easy encounter or roleplay)
- Room 2: Guardian (gatekeeper encounter)
- Room 3: Puzzle or Setback (non-combat challenge)
- Room 4: Trick or Climax (red herring, false treasure)
- Room 5: Boss Fight (final encounter)
- Optional secret passage from entrance to boss (for clever players)
- Best for: One-shots, convention games, new GMs
Example Use Case:
"The party descends into a forgotten crypt. Room 1 has a riddle inscription. Room 2 is guarded by animated armor. Room 3 contains a trapped sarcophagus puzzle. Room 4 reveals a false treasure hoard with a teleport trap. Room 5 is the lich's phylactery chamber (boss fight)."
Room Purposes
The system assigns thematic purposes based on your dungeon theme and connection pattern. Purposes influence room descriptions, encounters, and treasure.
16 Room Purpose Types
| Purpose | Description | Typical Stocking |
|---|---|---|
| Entrance | Entry point to dungeon | Empty or Light Encounter |
| Guard Room | Checkpoint with guards/patrols | Encounter |
| Barracks | Living quarters for inhabitants | Encounter or Empty |
| Armory | Weapon and armor storage | Special (equipment treasure) |
| Kitchen | Food preparation area | Empty or Special |
| Storage | Supply storage | Empty or Special (supplies) |
| Shrine | Religious or ritual space | Encounter or Special |
| Throne Room | Leadership chamber | Encounter (boss) |
| Prison | Cells and holding area | Special (prisoner NPCs) |
| Treasure Vault | Valuable storage | Trap + Special (treasure) |
| Library | Books and knowledge | Special (lore, scrolls) |
| Laboratory | Research and experiments | Special (potions, hazards) |
| Torture Chamber | Interrogation room | Encounter or Trap |
| Crypt | Burial chamber | Encounter (undead) |
| Puzzle Room | Challenge or riddle | Special (puzzle) |
| Boss Lair | Final confrontation | Encounter (boss) |
Theme-Based Purpose Selection
Cult Hideout → Shrine, Torture Chamber, Prison, Guard Room
Dragon Lair → Treasure Vault, Crypt, Boss Lair, Guard Room
Bandit Camp → Barracks, Armory, Storage, Guard Room
Ancient Ruins → Library, Puzzle Room, Crypt, Shrine
Wizard Tower → Laboratory, Library, Shrine (arcane), Puzzle Room
Generated Content
Single-Room Maps
What You Get:
- Map name and metadata
- Terrain features with tactical properties (cover, difficult terrain, hazards)
- Grid configuration (cell size, offsets)
- Dimensions (width × height in grid cells)
- AI-generated descriptions
Example Output:
Ancient Temple Ruins
- Size: 12×10 grid cells (60×50 feet at 5 ft/cell)
- Terrain Features:
- Collapsed pillars (half-cover, positions: C3, E5, H8)
- Overgrown vines (difficult terrain, north wall)
- Hidden altar (Investigation DC 14, position: F6)
- Grid: Enabled, 64px cells
Multi-Room Dungeons
What You Get:
- Dungeon Container: Virtual parent map grouping all rooms
- Individual Rooms: Each room is a standalone map with:
- Room number (1-N)
- Room purpose (entrance, guard room, treasure vault, etc.)
- Stocking type (empty, encounter, trap, special)
- Read-Aloud Text: 2-3 sentences with sensory details (no secrets)
- GM Notes: Investigation/Perception DCs, hidden details, lore
- Tactical Notes: Cover positions, enemy tactics (encounter rooms only)
- Terrain features
- Grid configuration
- Spatial Connections: Graph of room connections with:
- Direction (north, south, east, west)
- Secret passages (with Detection DC)
- Locked doors (with Lock DC)
- Descriptive text ("stone archway", "hidden panel behind tapestry")
- Dungeon Summary: Total rooms, stocking breakdown, secret passage count
Example Output (5-Room Cult Hideout):
Cult Hideout (5 rooms, Five Room pattern)
Summary:
- Total Rooms: 5
- Empty: 1 (Room 3 - Safe Rest)
- Encounter: 3 (Rooms 1, 2, 5)
- Trap: 0
- Special: 1 (Room 4 - Puzzle)
- Secret Passages: 1 (Room 1 → Room 5)
Room 1: Entrance Chamber (Encounter)
- Purpose: Entrance
- Stocking: Encounter (2 cultist guards)
- Read-Aloud: "Stone steps descend into a circular chamber lit by flickering torches. Ancient symbols cover the walls, pulsing with faint crimson light. The air smells of incense and old blood."
- GM Notes: DC 12 Investigation reveals recent foot traffic heading north. DC 14 Perception hears faint chanting from the northern passage. Symbols are Abyssal script (DC 15 Arcana to translate).
- Tactical Notes: Cultist guards positioned behind pillars (half-cover). They alert Room 2 if combat exceeds 2 rounds (Investigation DC 18 reveals secret alarm bell).
- Connections: North to Room 2, Secret passage to Room 5 (Detection DC 18, hidden panel behind tapestry)
Room 2: Guard Room (Encounter)
- Purpose: Guard Room
- Stocking: Encounter (4 cultist guards)
- Read-Aloud: "A rectangular chamber with weapon racks lining the east wall. Four bedrolls surround a smoldering fire pit. The acrid smell of unwashed bodies fills the air."
- GM Notes: DC 10 Investigation finds discarded armor (leather, size medium). DC 12 Perception notices a faint draft from the east (leads to Room 3).
- Tactical Notes: Guards fight defensively (retreat at 50% HP). Fire pit can be kicked over (DC 10 Athletics, creates smoke cloud, lightly obscured for 1d4 rounds).
- Connections: South to Room 1, East to Room 3
Room 3: Storage Room (Empty - Safe Rest)
- Purpose: Storage
- Stocking: Empty
- Read-Aloud: "Shelves line the walls, holding dusty crates and barrels. The room is quiet and still, untouched for weeks. No recent footprints disturb the dust."
- GM Notes: DC 15 Investigation finds old rations (still edible), 50 ft rope, 2 torches. This room is safe for a short rest (no patrols). Hidden compartment (DC 18 Investigation) contains cultist correspondence (plot hook to Room 5).
- Connections: West to Room 2, North to Room 4
Room 4: Puzzle Chamber (Special)
- Purpose: Puzzle Room
- Stocking: Special (puzzle blocks access to Room 5)
- Read-Aloud: "Four stone pillars stand in the room's corners, each inscribed with a different elemental symbol. An altar in the center holds four empty braziers. No other exits are visible."
- GM Notes: Puzzle Solution: Light each brazier with its matching element (fire, water, air, earth). Correct order reveals hidden door to Room 5 (Investigation DC 10 to notice once braziers are lit). Incorrect order triggers poison gas trap (DC 13 CON save, 2d8 poison damage).
- Connections: South to Room 3, Hidden door to Room 5 (requires puzzle solution)
Room 5: Shrine of the Dark God (Encounter - Boss)
- Purpose: Shrine (Boss Lair)
- Stocking: Encounter (Cult Leader CR 3 + 2 Shadows CR 1)
- Read-Aloud: "A vaulted chamber dominated by a black stone altar. Crimson runes glow along the walls. The temperature drops as shadowy tendrils writhe around the altar. A robed figure kneels before it, chanting in Abyssal."
- GM Notes: Cult Leader (CR 3) is mid-ritual. Interrupt before initiative count 20 Round 3 or he summons additional Shadow (DC 15 Arcana to identify ritual). Altar contains stolen holy relic (quest objective). Destroying altar (AC 17, 50 HP, immune to psychic) ends ritual.
- Tactical Notes: Cult Leader casts from behind altar (three-quarters cover). Shadows flank from the sides (advantage on attacks). Cult Leader surrenders at 25% HP (willing to bargain with information).
- Connections: Secret entrance from Room 1 (one-way, requires DC 18 Investigation from Room 1 side), South to Room 4 (hidden door, revealed by puzzle)
Tier Limits and Generation Costs
Room Count Limits
| Tier | Max Rooms Per Dungeon | Max Dungeons Per Month |
|---|---|---|
| Free | 3 | 2 |
| Trial | 5 | 10 |
| Premium | 20 | Unlimited |
Generation Charging
Single Room: Charges 1 generation
Multi-Room: Charges N generations where N = room count
Examples:
- 3-room dungeon: Uses 3 of your monthly generation quota
- 5-room dungeon: Uses 5 of your monthly generation quota
- 10-room dungeon: Uses 10 of your monthly generation quota
Important: Generations are charged only on success. If generation fails, you are not charged.
Upgrade Prompts
Free Tier attempting 5-room dungeon:
❌ Tier Limit Exceeded
Free tier is limited to 3 rooms per dungeon. This request requires 5 rooms.
Upgrade to Trial (free for 30 days) to generate dungeons with up to 5 rooms.
Upgrade to Premium for dungeons with up to 20 rooms.
Performance and Wait Times
| Dungeon Size | Expected Generation Time |
|---|---|
| Single Room | ~12 seconds |
| 3 Rooms | ~18 seconds |
| 5 Rooms | ~22 seconds |
| 10 Rooms | ~35 seconds |
| 20 Rooms | ~65 seconds |
Note: Multi-room dungeons use parallel AI generation. All rooms are generated concurrently for optimal performance.
Progress Indicator:
Generating 5-room dungeon...
✓ Room 1/5 complete
✓ Room 2/5 complete
✓ Room 3/5 complete
✓ Room 4/5 complete
✓ Room 5/5 complete
Creating spatial connections...
✓ Dungeon ready!
Use Cases
1. Quick Combat Encounter (Single Room)
Scenario: Your party unexpectedly attacks the town guard.
Solution:
- Generate single room: "Town Guard Barracks"
- Add features: "Weapon racks", "Training dummies", "Locked chest"
- Use map for tactical combat
- Save to library for future town encounters
Time: ~15 seconds
2. One-Shot Adventure (Five Room Pattern)
Scenario: You're running a convention game with 4-hour time limit.
Solution:
- Generate 5-room dungeon with Five Room pattern
- Theme: "Ancient Ruins"
- Party Level: 3
- Get structured adventure: Entrance → Guardian → Puzzle → Trick → Boss
- Read-aloud text ready for immediate play
Time: ~25 seconds
3. Modular Dungeon Wing (Linear Pattern)
Scenario: Your campaign dungeon needs a new wing (cult hideout section).
Solution:
- Generate 3-room linear dungeon
- Theme: "Cult Hideout"
- Get sequential rooms with bypass secret
- Integrate into existing dungeon map
Time: ~20 seconds
4. Exploration Sandbox (Hub Pattern)
Scenario: Party enters a wizard's tower with multiple research labs.
Solution:
- Generate 7-room hub pattern
- Theme: "Wizard Tower"
- Central hub (Room 1) connects to 6 spoke rooms
- Players can explore in any order
Time: ~30 seconds
5. Player-Choice Dungeon (Branching Pattern)
Scenario: You want meaningful choices and multiple routes.
Solution:
- Generate 5-room branching pattern
- Theme: "Ancient Ruins"
- Get fork-and-converge topology
- Players choose western or eastern path
Time: ~25 seconds
Tips for Best Results
For Single Rooms
✅ Do:
- Be specific with terrain features ("20-foot pit trap, DC 12 Acrobatics to jump")
- Include tactical elements ("Pillars providing half-cover")
- Use evocative names ("Throne of the Forgotten King" vs "Throne Room")
❌ Don't:
- Use trademarked terms (Beholder, Mind Flayer)
- Request massive rooms (recommend 8-15 grid cells per side)
- Overcrowd with features (3-5 features is ideal)
For Multi-Room Dungeons
✅ Do:
- Choose pattern based on session type (linear for crawls, hub for sandboxes)
- Use party level for balanced difficulty scaling
- Enable auto-stock for traditional dungeon feel
- Provide thematic context ("bandit camp in forest ruins")
❌ Don't:
- Generate 20-room dungeons without prep time (takes ~65 seconds)
- Mix incompatible themes (e.g., "wizard tower cult hideout dragon lair")
- Forget to save to library (dungeons are NOT auto-saved)
For Five Room Dungeons
✅ Do:
- Perfect for one-shots and convention games
- Trust the structure (entrance → guardian → puzzle → trick → boss)
- Use the optional secret passage for clever players
- Keep party level 1-5 for 4-hour sessions
❌ Don't:
- Skip Room 3 puzzle (breaks classic structure)
- Treat Room 4 as throwaway (it's the dramatic twist)
- Overload with side content (keep it focused)
Common Questions
Q: Can I edit rooms after generation? A: Yes. Each room is a standalone map in your library. Edit terrain features, descriptions, or metadata as needed.
Q: Can I add more rooms to an existing dungeon? A: Not directly. Regenerate with higher room count and manually merge, or generate additional rooms and manually connect them.
Q: Do I need to use all connection types? A: No. Each pattern (linear, branching, hub, five_room) is self-contained. Choose one that fits your session needs.
Q: What if I don't like the room purposes? A: Regenerate or manually override. Room purposes are suggestions based on theme and pattern, not rigid requirements.
Q: Can I use multi-room dungeons with existing campaigns? A: Yes! Dungeons are saved to your library and can be added to campaigns like any other content.
Q: What happens if generation fails mid-dungeon? A: The system uses ALL-OR-NOTHING transactions. If any room fails, the entire dungeon is aborted and you are not charged generations.
Q: How are secret passages handled? A: Secret passages require Detection DC checks (typically 15-18). They're noted in room connections and GM notes with detection clues.
Q: Can I use the same dungeon for different party levels? A: Regenerate with new party level for properly scaled encounters. Saved dungeons are static (don't auto-scale).
Keyboard Shortcuts
| Action | macOS | Windows/Linux |
|---|---|---|
| Generate Map/Dungeon | Cmd+Enter | Ctrl+Enter |
| Save to Library | Cmd+S | Ctrl+S |
| Clear Form | Cmd+K | Ctrl+K |
| Focus Name Field | Cmd+L | Ctrl+L |
SRD Compliance
All generated maps and dungeons are SRD 5.2 compliant:
✅ Allowed: Orcs, goblins, dragons, undead, generic monsters ✅ Allowed: Generic terrain, magic items, treasure ✅ Allowed: D&D mechanics (CR, stats, abilities)
❌ Blocked: Mind Flayer, Beholder, Displacer Beast (use alternatives) ❌ Blocked: Waterdeep, Forgotten Realms, Eberron locations ❌ Blocked: Bigby's Hand, Mordenkainen's spells (use generic versions)
If you request blocked content, the system will:
- Warn you before generation
- Suggest SRD-compliant alternatives
- Block generation if you proceed with trademarked terms
Related Documentation
- Encounter Generator - Generate balanced combat for dungeon rooms
- Random Tables - Add variety to dungeon rooms