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Map & Region Generator

Generate AI-assisted battle maps and multi-room dungeons with terrain features, tactical elements, and spatial connections

mapsdungeonsterraincombatrooms

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

  1. Navigate to GenerateMap Generator
  2. Enter Map Name (e.g., "Ancient Temple Ruins")
  3. Add Terrain Features (collapsed pillars, hidden altar, etc.)
  4. Click Generate Map (or press Cmd+Enter / Ctrl+Enter)
  5. Review the generated map with terrain features and grid configuration
  6. Click Save to Library (or press Cmd+S / Ctrl+S) to save

Multi-Room Dungeon

  1. Navigate to GenerateMap Generator
  2. Enter Dungeon Name (e.g., "Cult Hideout")
  3. Set Number of Rooms (2-20, tier-limited)
  4. Select Connection Pattern (Linear, Branching, Hub, or Five Room)
  5. Choose Dungeon Theme (cult_hideout, dragon_lair, bandit_camp, etc.)
  6. Set Party Level (1-20) for difficulty scaling
  7. Enable Auto-Stock for traditional dungeon stocking
  8. Click Generate Dungeon (charges N generations for N rooms)
  9. Review dungeon with all rooms, connections, and read-aloud text
  10. 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 rooms
    • dragon_lair: Treasure vaults, crypts, boss lair
    • bandit_camp: Barracks, armory, storage
    • ancient_ruins: Libraries, puzzle rooms, crypts
    • wizard_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:

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:

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:

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:

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

PurposeDescriptionTypical Stocking
EntranceEntry point to dungeonEmpty or Light Encounter
Guard RoomCheckpoint with guards/patrolsEncounter
BarracksLiving quarters for inhabitantsEncounter or Empty
ArmoryWeapon and armor storageSpecial (equipment treasure)
KitchenFood preparation areaEmpty or Special
StorageSupply storageEmpty or Special (supplies)
ShrineReligious or ritual spaceEncounter or Special
Throne RoomLeadership chamberEncounter (boss)
PrisonCells and holding areaSpecial (prisoner NPCs)
Treasure VaultValuable storageTrap + Special (treasure)
LibraryBooks and knowledgeSpecial (lore, scrolls)
LaboratoryResearch and experimentsSpecial (potions, hazards)
Torture ChamberInterrogation roomEncounter or Trap
CryptBurial chamberEncounter (undead)
Puzzle RoomChallenge or riddleSpecial (puzzle)
Boss LairFinal confrontationEncounter (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:

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):

Tier Limits and Generation Costs

Room Count Limits

TierMax Rooms Per DungeonMax Dungeons Per Month
Free32
Trial510
Premium20Unlimited

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:

Performance and Wait Times

Dungeon SizeExpected 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:

  1. Generate single room: "Town Guard Barracks"
  2. Add features: "Weapon racks", "Training dummies", "Locked chest"
  3. Use map for tactical combat
  4. 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:

  1. Generate 5-room dungeon with Five Room pattern
  2. Theme: "Ancient Ruins"
  3. Party Level: 3
  4. Get structured adventure: Entrance → Guardian → Puzzle → Trick → Boss
  5. 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:

  1. Generate 3-room linear dungeon
  2. Theme: "Cult Hideout"
  3. Get sequential rooms with bypass secret
  4. 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:

  1. Generate 7-room hub pattern
  2. Theme: "Wizard Tower"
  3. Central hub (Room 1) connects to 6 spoke rooms
  4. Players can explore in any order

Time: ~30 seconds

5. Player-Choice Dungeon (Branching Pattern)

Scenario: You want meaningful choices and multiple routes.

Solution:

  1. Generate 5-room branching pattern
  2. Theme: "Ancient Ruins"
  3. Get fork-and-converge topology
  4. 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

ActionmacOSWindows/Linux
Generate Map/DungeonCmd+EnterCtrl+Enter
Save to LibraryCmd+SCtrl+S
Clear FormCmd+KCtrl+K
Focus Name FieldCmd+LCtrl+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:

  1. Warn you before generation
  2. Suggest SRD-compliant alternatives
  3. Block generation if you proceed with trademarked terms

Related Documentation