Maps for dungeon masters

Making and running maps: the map studio that draws a battle map from a sentence, the Map Forge and Map Editor with their tools and layers, walls, doors, lights and fog, the region map editor, and importing Universal VTT, Azgaar and Watabou files.

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Three tools make maps. The turns a described place into a , the way the AI does when a fight starts. The and Map Editor are tools: paint terrain, place walls, doors, lights and props, set and a skin. The editor draws the wider world. All three live in the 's Battle maps and Region tools and in the DM console at the table.

The map studio: a place described in a sentence, the terms the generator recognised as chips, and the battle map it rolled from them
The map studio. Describe the place; the generator shows what it understood and rolls the map.

The map studio

Describe a place: "a collapsed chapel with a flooded crypt below and a rubble-choked nave". The studio shows the words it recognised as chips (chapel, flooded, rubble) and rolls a from them, with a skin chosen from the campaign's setting. Roll again, adjust, or open the result in the editor. The AI Dungeon Master uses the same studio mid-play.

Map Forge and Map Editor

Both are rebuilt around a tool rail, layers, a tileset panel and an inspector. Fifteen tools, each with a on a desktop:

  • Terrain: brush with radius, line, rectangle, ellipse and fill with a live preview; undo and redo; stamp props by hand from the palette.
  • Structure: walls (movement and half cover), doors (open, closed, locked, secret), labels, map notes with place links.
  • Light and sight: light sources with presets, light zones, magical darkness, painted or computed, a DM-only overlay image.
  • Dressing: an uploaded backdrop that fog still covers, cues placed on the map, a bystander token from , tags, and the map's skin (its painted look; fantasy has sixteen, each other setting its own).
  • Navigation: zoom, pan and pinch on every surface; a selection model with an action bar; drag as a second way to do anything; autosave; an objects panel; a hotkeys overlay.

Maps can be any size the needs. A prepared map outlives the encounter it was drawn for and can be deployed again.

Running a map at the table

The Map tab during a fight is the editor's live twin: move tokens, open doors, place a hazard, reveal , pull and lock the camera for a set piece. The token HUD shows a creature's numbers to the DM. Freehand drawings and notes by players appear when the setting allows them.

The region map

Roll a region at any size from 24 by 18 to 192 by 144 with named presets; places, pins, lines and labels are carried where they still fit. Draw roads, rivers and borders tap by tap, paint coastlines, forests and ranges, write place and region labels, erase, or hang a picture in place of the tiles. Drag painting, a keys sheet, undo and autosave throughout. Save the whole map as a PNG.

The region map editor: a painted hex map with coast, forest and mountains, roads and rivers drawn on it, place labels, and the tool rail
The editor.

Imports

FormatWhat comes in
(.dd2vtt, .uvtt)Walls, doors and lights as mechanics, the picture as backdrop.
Azgaar's Fantasy Map Generator (GeoJSON)Cells, burgs, rivers and routes, rasterised to the region size you choose.
Watabou One Page Dungeon and city generatorsRooms, notes and streets as a battle or .
Any pictureA backdrop for a or a region.

Painted or not

are painted from their terrain on each player's device; the DM sets the skin, the player can switch painting off for an old phone. Nothing here needs an . Scene art for a location is a separate thing and does.

Checked against desktop and Android app 0.17.2 and server 0.26.2 on 2026-10-11. Something wrong or missing? Open an issue.

Download · v0.17.2
Server app · v0.26.2

Optional. Runs the table for a whole group on one machine that stays on. Everyone else just installs the app.

Free & open source · MIT licensed · served from GitHub releases