The mine map generator draws an underground mine on five-foot squares, in the black-hatched plan style of classic dungeon maps. A main adit is driven in from the edge of the sheet, two squares wide, with cart rails down the middle and an ore cart on them. Galleries branch off it at intervals, up and down, some with side drifts of their own, and every tunnel is propped with timber. At the ends of the galleries are the chambers that make a mine an adventure: the ore vein itself, the powder store, the foreman's office, a flooded drift, a collapsed gallery and, at the end of the adit, the deep shaft going further down. Every area is numbered and keyed.
How the mine is dug
The layout follows how real mines were worked. The adit is the main way in, level and wide enough for carts. Galleries are driven off it every four to six squares, alternating up and down the sheet, following where the miners thought the ore was. Some galleries have a short side drift where a promising seam was chased and then given up. Because everything is cut on the grid from the adit outward, every part of the mine connects back to the entrance.
The chambers at the gallery ends get their roles at random, so no two mines are laid out the same, but the deep shaft is always at the far end of the adit, because that's where a mine goes when it has run out of easy ore.
What's down there
The ore vein glitters along its walls, with a pick left leaning where the last miner dropped it. The powder store has its kegs marked with an X. The foreman's office has a desk, a stool and a lamp. The flooded drift is under water, the collapsed gallery is choked with rubble, and the deep shaft is a black square with a timber frame over it. Timber props run along every narrow tunnel, a reminder that the roof is only up because someone put it there.
Using it at the table
Mines are good dungeons because they make sense: players can guess where tunnels lead and why, and the hazards are real ones. Use the powder store for a chain reaction, the flooded drift for a swim in the dark, the collapse for a cave-in, and the deep shaft for whatever the miners woke up. It suits D&D 5e, Pathfinder and most d20 games, and works just as well for a dwarven hold's working levels or a modern horror game with the names changed.
Free SVG and PNG downloads
Both formats are free for your games, streams and published adventures. The PNG is a 1920-pixel render for a VTT, 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 extend a gallery, move the cart or rename the chambers. 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 mine. It doesn't draw the surface buildings, several levels at once, or natural caves. For the natural caverns the miners broke into, roll a cave map; for the level at the bottom of the shaft, roll another mine.
Name it, then go down
The dwarf name generator gives you the miners and the foreman, the mountain name generator names the mountain the mine is cut into, and the cave map generator draws what's on the other side of the collapse.