The isometric dungeon generator draws a whole dungeon level in three dimensions, seen from above at an angle, the way the classic isometric maps in old adventure modules showed a site. Stone walls rise from the plan, the near walls are cut away so you can see inside, every room is furnished for what it is, and each one is named in italic ink beside it: the Entry Stair, the Hall of Pillars, the Chapel of Bones, the Vault. It's the map you show players when you want them to understand the shape of a place before they set foot in it.
How the level is built
The level underneath is carved the same way as our battle maps. The sheet is split again and again into regions, each region gets a room, and the regions are joined back by corridors in the order they were split, so every room can be reached and no passage leads into rock. Most levels have seven or eight rooms. The room nearest the top of the sheet is the way in, with a stair, and the farthest is the vault.
That plan is then projected into classic two-to-one isometric view. The far walls of every room, its north and west sides, stand at full height with a course line across the stone. The near walls are cut down to a low curb, the cutaway convention that lets you see the floor and furniture instead of the outside of a wall. Everything is painted back to front, so a pillar in a near room correctly hides part of the wall behind it. The finished level is scaled to fill the sheet, whatever its shape.
Rooms you can read at a glance
Each room is furnished for its purpose, and in three dimensions the furniture tells the story faster than any key. The guard hall has a pillar in each corner and a long table. The barracks has a row of bunks along the wall. The library's shelves stand taller than a person, the cells are fronted with black bars, the crypt is laid out in rows of stone sarcophagi, and the vault glitters with chests. Storerooms are stacked with crates and barrels, the kitchen has its hearth, and the shrine has an altar flanked by pillars.
Using it at the table
An isometric map is a different tool from a battle map. Use it as the reveal: the moment the party finds the old plan, or the moment you want everyone at the table to see the whole dungeon and argue about where to go first. It's also a fine handout for a module or a zine, because it reads clearly in a single glance in a way that a top-down grid doesn't.
Pair it with the battle map for play. The isometric view sets the scene; when a fight starts in the Hall of Pillars, put the grid on the table. The plan is marked as not to scale, because isometric views trade exact distances for depth.
Free SVG and PNG downloads
Both formats are free for your games, streams, and published adventures. The PNG is a 1920-pixel render, and the Print button saves a black-and-white version for a home printer. The SVG is the original vector file: open it in Inkscape, Affinity, or Figma to rename rooms, add a trapdoor, or ink in where the party went. Everything on the map is drawn by our own code, so there's no attribution to carry and no asset licence to read.
What it won't do
It draws one level of a dungeon in isometric view. It doesn't draw buildings, towers, or outdoor terrain, and it isn't a grid you can move miniatures on. For that, roll a battle map; for the site as a one-page overview, roll the dungeon map.
Name it, then fill it
The dungeon name generator writes the history of the place this map shows, and the magic item generator decides what's in the vault's chests. For a ready-to-fight grid of a level like this one, use the battle map generator; for an old-module overview of the whole site, the dungeon map generator.