Guide
Generate a connected room-and-corridor dungeon with a repeatable seed, marked entrance and reachable exit. Export a grid map as SVG.
Choose the size around your session
A small map with six rooms suits a short expedition: an entrance, a clue, a hazard, a choice, a confrontation and a payoff. Larger grids create longer walks and more preparation work. Start with the number of meaningful encounters you can run, then set the room count. A requested count is a packing target, and the result reports how many rooms actually fit.
Make connections matter
Every generated room is reachable from the entrance. Extra connections can create alternate routes, although a corridor may overlap another route. Examine the layout before adding locked doors or one-way hazards, because those changes can remove that guarantee. Put useful information or a shortcut near a branch so players have a reason to explore beyond the shortest path.
Prepare a readable grid handout
The SVG contains individual grid cells and room markers. Decide whether a cell represents five feet, two meters or another unit for your ruleset; the generator deliberately does not assign one. Remove room numbers from a player copy if they reveal information. For virtual tabletops, export at a known pixels-per-cell value and align the platform grid with the image.
How the result is made
The generator packs non-overlapping rectangular rooms, connects every room through a nearest-edge spanning tree and adds optional extra links. Orthogonal corridors become walkable grid cells. A breadth-first search measures actual grid travel and places the exit at the farthest room center. Extra links may overlap existing passages; requested room counts are limited by available space.