CRITSMITH
Help Log in Start your campaign free Log in Start free

Generating a dungeon

Dungeons · guide 1 of 3

Need a dungeon for tonight, with no time to draw one? Critsmith builds it for you in seconds: the map, the rooms, the fights and the treasure.

Start a new dungeon

Open Dungeons from your home page, and press Generate a dungeon.

Dungeons, with the buttons to generate or import one

Choose what to make

Choose the campaign it goes into. Then pick a Theme, from crypts and caves to sunken ruins and planar rifts, and a Difficulty for the fights: low, moderate or high.

Theme and Difficulty

Next, the number of Rooms. Your plan sets the most you can have: five on Free, twelve on Standard, and thirty on Archmage Tier. Corridors are added for free and never count.

Rooms, with the most your plan allows

Under At the table, tick the characters who are playing. Every fight is sized for exactly that party, so nothing is too easy or too deadly.

At the table, with the characters who are playing ticked

Give the dungeon a name if you like, or leave it blank and Critsmith names it for you. Keep Include treasure rooms ticked if you want loot.

The box underneath says exactly what will be made, and what counts against your plan. Generating saves nothing, so roll as often as you like. Press Generate.

Before you generate: what will be made, and what counts against your plan

Look over your dungeon

Here's your dungeon. A map with numbered rooms, corridors and doors, and a card for every room. Fight rooms already have their monsters, picked to fit your party's XP budget. Treasure rooms hold coins and items, which stay put until you say the party found them. And a room can have someone in it, ready to meet.

A generated dungeon: the map, the buttons to re-roll and a card for every room

Not keen on the layout? Press Re-roll the shape, keep what is in it. You get a new map with the same rooms.

Or press Keep the shape, re-roll what is in it, for new fights, treasure and people in the same layout.

Save it

Happy with it? Press Accept and save this dungeon. It's saved to your campaign with its own place on your map, and every fight is ready to run. Editing and filling the map has its own guide: Editing and filling a dungeon.

The saved dungeon, with its own place on your map

Import one from the library

Would you rather start from one somebody has already written? Back on Dungeons, press Import from the library.

These are ready-made dungeons, each with its own story. The line at the top shows how many fit your plan, and any that are too big say which plan they need.

A dungeon too big for your plan says which plan it needs

Open one to see its map and its rooms. Tick who's at the table and choose a difficulty. The fights and treasure are rolled fresh for your party, not the one it was written for.

If a room is written around somebody who lives there, choose whether to create that character or leave the room empty for your own.

Import this dungeon: who's at the table, the difficulty and the people who live there

Press Import it. It's your own copy now, to rename and rewrite as you like.

The imported dungeon, ready to open

That's generating a dungeon. A complete, playable dungeon for your next session, in less time than it takes to roll initiative.

Next ›Editing and filling a dungeon
All help guides
CRITSMITH

Built on the System Reference Document. Independent, not affiliated with or endorsed by Wizards of the Coast.

© 2026 Critsmith