The tomb map generator draws a crypt cut into solid rock on five-foot squares. A stair comes down from the surface into an antechamber with two guardian statues by the inner door and braziers by the outer one. From there a corridor runs on toward the far end, its floor set with pressure plates and its walls pierced with dart holes, closed at the top by a portcullis. Beyond it is the burial chamber: a raised dais with the sarcophagus on it, four pillars, urns and grave goods scattered across the floor. Side chambers open off the antechamber and the corridor, two or three of them, chosen from an ossuary, an offering room, a false tomb, an embalming room and a hall of guardians. On most maps one of the side chambers also has a passage leading away that has fallen in. Every chamber is numbered and keyed.
How the tomb is laid out
Tombs are built along an axis, and the generator keeps to it: stair, antechamber, corridor and burial chamber always run in a line from the bottom of the sheet to the top, so the way in and the prize are as far apart as the builders could make them. The side chambers hang off that line. Each is joined to it by a short passage, and none touches another, so every chamber is a choice the party has to make.
The rock is drawn as solid hatching, and the walls are traced wherever carved floor meets rock. That makes the whole crypt read as one hollowed-out space, the way a dungeon map should look, rather than a set of boxes. Each side chamber is furnished for what it is. The ossuary has a niche for a skull in every wall and loose bones on the floor. The offering room has an altar with bowls on it and urns along the walls. The false tomb has a sarcophagus of its own, with a crack in the lid and a suspicious line on the floor in front of it. The embalming room has a stone table and a row of jars. The hall of guardians has four statues and a brazier between them.
Running the tomb
A tomb is a puzzle with consequences. The corridor is the obvious danger, and the pressure plates are marked so you can decide what they do. The portcullis is a way to split the party. The false tomb is where an over-eager rogue finds out what the real treasure was protecting. The collapsed passage is either a dead end or a second way in, dug by someone who got here first. And the sarcophagus at the end is the question the whole adventure has been asking: is it occupied?
Free SVG and PNG downloads
Both formats are free for your games, streams and published adventures. The PNG is a 1920-pixel render ready for Roll20, Foundry or Owlbear Rodeo, and the Print button gives you a black-and-white sheet for the table. The SVG is the vector original: open it in Inkscape, Affinity or Figma to move the traps, add a secret door or clear the collapsed passage. 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 one tomb. It doesn't draw what's on the surface above it, a second level below, or the monster in the sarcophagus. For the graveyard over the stair, roll a graveyard map; for a sprawling multi-level crypt, a dungeon map.
Name who's buried here
The lich name generator names the occupant who didn't stay dead, the necromancer name generator names whoever is trying to wake them, and the magic item generator fills the grave goods.