The ruins map generator draws what's left of an old stronghold, centuries after the last people left. The rooms are roofless, the walls stand in broken stubs with rubble spilled beside every gap, and grass has lifted the flagstones in patches. Trees grow in the wild ground between the rooms and sometimes right out of the middle of one. Each room keeps a trace of what it used to be, and one of them, the vault, is still sealed behind an unbroken door. Every room is numbered and keyed under the map, on five-foot squares ready for a fight.
How the ruin is built
The layout underneath is the same kind of level our battle maps carve: the site is split into regions, each region gets a room, and the rooms are joined by passages so every one of them can be reached. Then time is applied. Every stretch of wall has a chance to have fallen, in runs of one to three squares rather than single neat gaps, and the stone that fell lies in rubble beside it. Passages that were once corridors are now dirt paths. Rooms get patches of grass where the floor has given way, and the rest stays flagged.
The vault is the one exception. Its walls are whole, its door is shut, and the floor inside is clean. It's the room the players will want to open, and the reason the place is worth a session.
What each room remembers
Rooms are named for what they became. The old guard hall is a pillared hall with some of its columns toppled. The barracks has broken bed frames and a recent campfire, which means someone is camping here. The shrine's idol lies face down beside a cracked altar, the library is scorched black with its shelves fallen, the crypt's tombs stand open with their lids pushed aside, and the kitchen has lost its roof entirely and become a courtyard with a well and a tree. The way in is a fallen gate, one pillar still standing and the other lying across the path.
Using it at the table
Ruins are the classic first adventure site and the classic detour on a journey, and a keyed map makes them quick to run. The broken walls change a fight completely: there's cover everywhere, and gaps let monsters and players come at each other from every side. Decide who's camping in the barracks, what's under the open tombs and what the vault is keeping in or keeping out, and the ruin is ready.
The squares are five feet, which suits D&D 5e, Pathfinder and most d20 games, so the map goes straight onto a virtual tabletop. It works for any setting with a past: an elven palace, a dwarven hold above ground, or a manor the family abandoned in a hurry.
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 or a second screen, 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, knock down another wall or draw what's inside the vault. 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 the ground level of one ruined site. It doesn't draw the cellars under it, ruined towns, or ruins that are mostly underground. For underground ruins, roll a battle map; for a ruin buried in the hills, a cave map.
Name it, then explore it
The ruins name generator writes the history of the place and draws this same map beside its result, with the generated name in the title. The dungeon name generator names whatever is under the vault, and the battle map generator draws the level below.