Quick start
- Choose a dungeon size, biome mix, party CER, challenge profile, generosity, door security, and travel distance.
- Select the source books your table actually uses, then apply the staged source changes before generating.
- Add a Session Brief if you want a theme, tone, set-piece request, danger hint, or party spotlight.
- Generate a seed. Review the GM map, player map, and room list.
- Lock any rooms you want to preserve, then reroll specific details as needed.
- Export the map and room key into your prep tool or VTT.
Generator controls
| Control | What it does | Good first value |
|---|---|---|
| Seed | Locks the generation run so the same settings produce the same dungeon. | Random, then save it |
| Size | Sets the map footprint and rough room capacity. Values are Compact, Standard, and Large. | Standard |
| Biomes | Controls the major terrain or theme regions allocated by the BSP pass. The UI supports 2-8 biomes. | 4 biomes |
| Rooms | Controls room density. Values are Sparse, Scattered, Tight, and Dense. | Scattered or Tight |
| Room size | Sets the preferred room scale from Tiny through Colossal. | Standard middle values |
| Corridor profile | Shapes corridor behavior. Values are Labyrinthian, Squiggly, Wandering, Organized, and Straight. | Wandering |
| Dead ends | Changes branch and cul-de-sac frequency. Values are None, Few, Some, Most, and All. | Some |
| Stairs | Controls whether the generated level includes stair features for later connection or export. | Yes |
| Teleporters | Adds rare or frequent portal-style connections when the dungeon calls for less conventional circulation. | Off |
| Party CER | Sets the party capability used by encounter and danger placement. | Your table's current CER |
| Challenge | Adjusts how often the dungeon leans into threat, hazard, and pressure. | Average |
| Door security | Sets how severe door locks, bars, and complications can become. Values are None, Basic, Standard, Secure, and Deathtrap. | Standard |
| Travel | Frames how far the dungeon sits from home base. Values are Random, Nearby, Next Dungeon Over, Lost, and Very Far. | Random |
| Generosity | Shapes treasure hook density and reward pacing. Values are 50%, 100%, 200%, 300%, and 400%. | 100% |
Source-book filtering
Required sources stay locked on so the generator has the structural data it needs. Monster books can be bulk enabled or disabled, and source changes are staged until you choose Apply or Generate.
Profiles and persistence
Generation profiles can be exported and imported. The app also persists your last settings locally so a table setup survives a restart.
Session Brief and Dungeon Intent
Before generation, the Session Brief can capture tonight's theme, factions, tone, set pieces, danger target, and skills or advantages you want to spotlight. You can fill it in directly; with a local LLM connected, Suggest chips and the optional Dungeon Interview can turn loose notes into structured brief fields.
After generation, Dungeon Intent gives you finer control: brief Markdown, global tag bias, region-specific pressure, and set-piece requests. Room-level course correction can reroll encounters, treasure, or a zone with optional tag bias.
Maps and room keys
The GM map contains everything: room numbers, secret doors, hazards, keys, encounters, markers, GM lights, treasure hooks, and notes. The player map removes hidden or GM-only information so it can be safely shared during play.
Map controls
The map view includes biome underlay and grid toggles, pan and zoom controls, and zoom-to-fit for returning to the full dungeon view.
Room keys
Each room entry is meant to be used at the table. It should include room purpose, visible features, encounter pressure, treasure hooks or scaled treasure notes, hazards, doors, and tags that explain why the room belongs where it does.
Exports
| Format | Use it for |
|---|---|
| JSON | Full generator state for debugging, reproducibility, local storage, or later import. |
| PNG GM | GM map image with private labels, markers, lights, and operational details. |
| PNG Player | Player-safe map image for handouts and table display. |
| Foundry | Foundry scene JSON with map data and VTT setup information. |
| Foundry + map image | Foundry scene JSON using an external PNG, JPEG, or WebP map as the scene background. |
| UVTT GM | Universal VTT .dd2vtt with embedded map image, walls, portals, lights, and GM-facing data. |
| UVTT Player | Universal VTT .dd2vtt player version with hidden details removed where applicable. |
| Placement TSV | Tabular placement data for audit, debugging, spreadsheets, or custom prep workflows. |
| Markdown GM | GM room key for Obsidian, campaign notes, and printable prep. |
| GCS NPC bundle | Generated NPC data packaged for a GURPS Character Sheet workflow. |
Player-safe behavior
Player exports hide secret or GM-only details, room labels, GM lights, markers, encounters, traps, treasure hooks, and notes where applicable.
VTT precision
Foundry scene JSON is available today. Universal VTT exports include embedded map images, walls, portals, lights, and GM/player modes. Importer hardening remains active roadmap work.
Stage Manager
The Stage Manager is the in-character director layer and the real progress/event surface. Kovath, Zarlzazz, Vorga, and Mizzik narrate what the generator is doing while generation, validation, exports, and polish work happen underneath.
Local AI direction and narrative polish
Local AI is optional. Connect Ollama, LM Studio, or llama.cpp in Settings to enable brief suggestions, the Dungeon Interview, director actions, and narrative polish. The desktop app talks to the provider running on your own machine.
LLM director actions use a constrained list of validated tool calls. Source filters and structural validators review every proposed DungeonState change.
Current limitations
- Generation is single-level today.
- Stairs can be placed and exported. Multi-floor graphing is future work.
- Universal VTT importer QA is ongoing.
- Custom treasure per room and custom container tables remain roadmap work.
- Hallways currently use fixed widths.
Troubleshooting
The dungeon feels too lethal
Lower challenge, reduce peril-heavy biomes, or reroll encounters while keeping the room layout locked.
The map feels too linear
Increase size, raise branch/dead-end tolerance, or add a second biome to force more internal transitions.
The VTT import is misaligned
Confirm the target grid size, export scale, and whether the VTT expects pixels per square or square size in scene units.
I need to report a bug
Keep the seed, settings, app version, export format, and the room number or map area where the problem appears. That is the incident report. The staff will pretend to appreciate it.