Generators
Myth-Weavers ships six random-content tools at /generators, reachable from Resources → Generators in the site nav: two map builders, a point-buy calculator, and three D&D 3.5e content generators. They're prep tools rather than play tools — nothing here touches a game, a sheet, or a post. You generate something, then copy or export what you want into wherever it belongs.
Overview
| Generator | What it makes | System |
|---|---|---|
| Cave | Natural cave maps you can paint by hand | Any |
| Point Buy | Ability scores against a point budget | 3.5e, Pathfinder 1e, 5e |
| Town | Settlement demographics and power centers | D&D 3.5e |
| NPC | Full NPC stat blocks | D&D 3.5e |
| Treasure | Hoards by encounter level, or specific magic items | D&D 3.5e |
| Dungeon | Room-and-corridor dungeon maps with contents | D&D 3.5e |
Two things are true of all of them:
- No account needed. The generators are public — they open in their own window and work whether or not you're signed in, so you can send a player a link before they've registered, or use them on a machine you're not logged in on. None of them reads or writes anything tied to your account: no game, no sheet, no saved history.
- Nothing is saved. There's no generator history and no "my generated NPCs" list. What you make lives on the page until you navigate away — so copy it into a Page, a private note, or a post before you leave.
Seeds: getting the same result twice
Every server-backed generator (Town, NPC, Treasure, Dungeon) has a Seed field that shows Random when empty. Leave it alone and you get something new each time. Fill it in — or reuse the seed printed with a result — and you get byte-for-byte the same output, every time, for anyone.
That makes seeds the way to share generated content without pasting it:
- Note the seed alongside your prep so you can regenerate a town six months later, after you've lost the notes.
- Give a co-GM the seed and the settings instead of a wall of stat blocks.
- Re-roll a hoard you liked but want to tweak: same seed, one setting changed.
A seed is only meaningful together with the settings that produced it. The same seed at a different Encounter Level is a different hoard.
Cave Generator
A freeform cave map builder that runs entirely in your browser — no server round trip, so it's instant.
Set Width and Height, and it carves a natural-looking cave system. The Grid size slider controls the overlaid grid, and toggles let you show or hide grid, chamber markers, and edges.
Paint mode is the point. Generated caves are a starting shape, not a finished map. Click cells on the canvas to switch them between floor and wall, so you can carve the passage the party actually needs, seal a dead end, or open a chamber you want bigger.
Export gives you PNG or SVG. SVG is the better choice if you plan to keep editing in a vector tool, or want it to stay sharp when a player zooms in. Either can be uploaded to an interactive map as a background image.
Because it runs in the browser, the cave builder keeps working if you lose your connection mid-prep — right up until you try to navigate away.
Point Buy Calculator
An ability-score calculator for the three point-buy systems the site sees most:
| System | Budgets offered | Score range |
|---|---|---|
| D&D 3.5e | Low Fantasy 15 · Standard 25 · High Fantasy 32 · Epic 40 | 8–18 |
| Pathfinder 1e | Low Fantasy 10 · Standard 15 · High Fantasy 20 · Epic 25 | 7–18 |
| D&D 5e | Standard 27 · High Fantasy 32 | 8–15 |
Pick a Game System and a Point Budget, then adjust the six scores; the calculator tracks spend against the budget using that system's own cost table. Each system's rules are distinct — Pathfinder 1e lets you drop a score to 7 and get points back for it, and 5e caps at 15 before racial bonuses, which is exactly the kind of thing that gets misremembered between systems.
A GM setting up recruitment can just name a budget. "Standard point buy" means three different numbers in three different systems, so telling applicants the system and the budget — and pointing them at this calculator — saves a round of corrections.
Town Generator
Generates settlement demographics for D&D 3.5e: population, the power centers that run the place, notable authority figures, and a class-level breakdown of who lives there.
Controls: Town Size, Setting, Political Organization, Alignment Tendency, Economic Focus, Military Posture, and a Seed.
The output is denser than most tables need in one sitting. Treat it as a reference to draw from — the highest-level NPC in town is a plot hook, the class breakdown tells you who's available to hire, and the rest is there when a player asks a question you hadn't prepared for.
NPC Generator
Builds complete D&D 3.5e stat blocks — ability scores, feats, skills, spells, and equipment.
Set Race, Class (plus optional 2nd and 3rd Class for multiclass builds), Level, Gender, Alignment, and the Ability Score Method. Count generates a batch in one pass, which is what you want for a guard patrol or a rival adventuring party rather than a named villain.
Generated NPCs aren't characters on the site — there's no sheet and no link to a game. If an NPC earns a permanent home, copy the block into a Page in your game's resources, or make a character sheet with the Generic template for one you'll be posting as.
Treasure Generator
Two modes, depending on what you need:
- A hoard — set an Encounter Level and get a rolled treasure appropriate to it, coins and items together, with a total value.
- A specific item — set an Item Type and Power Level to roll magic items of one kind.
Count rolls several at once. As everywhere here, a Seed makes the result reproducible.
Dungeon Generator
The most configurable of the six — a room-and-corridor dungeon with doors, traps, monsters, and treasure placed by Dungeon Level.
Beyond Width and Height, the layout controls are worth understanding, because the defaults produce a fairly conventional dungeon and the interesting maps come from moving them:
- Room Density and Min/Max Room W/H — how many rooms, and how big.
- Sparseness — how much of the map stays empty rock.
- Dead-end removal — how aggressively dead-end corridors get pruned. Turn it down for a maze; turn it up for a dungeon that reads clearly.
- Randomness — how much the corridors wander rather than running straight.
- Secret doors % and Concealed doors % — how much of the map rewards searching.
Export produces SVG (the map) or Markdown (the map plus its room-by-room contents, ready to paste into a Page or a post). Both are named for the seed that produced them, so an exported file carries its own regeneration key.
Next steps
- Characters, Resources, and Maps — where generated content goes to live: Pages for lore and stat blocks, Maps for the images these produce.
- Dice Rolling — for rolling at the table rather than generating in prep.
- Game Master's Guide — running the game the prep is for.