Dungeondraft MCP server
io.github.casancam/dungeondraft-mcp·v0.1.0Read, edit and export Dungeondraft maps; convert Universal VTT (.dd2vtt) into Foundry VTT scenes
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If you have run it, two minutes of your experience saves the next person an afternoon.
Dungeondraft tools (15, 1 write)
write = sends, deletes, buys or postsRead from the package source without running it. The installed server may list more.
add-floorsAdd floor patterns (wood planks, cobble, tiles...) over a rectangle or polygon. Built-in floors are res://textures/tilesets/simple/... (list-assets category "tilesets", query "simple"); pack floors are category "patterns". Floors are drawn above terrain and below objects. … …
add-lightsAdd point lights. "range" is the radius in grid squares (default 5), intensity 0-1+ (default 1), colour "#RRGGBB" (default warm ffeccd8b, as Dungeondraft uses). Lights only show in Dungeondraft when the level's lighting is not fully bright. … …
add-objectsPlace objects (props, furniture, trees...) on a level. "at" is the object's CENTRE. Rotation in degrees clockwise. Asset paths come from list-assets (category objects) and are validated; a custom pack is added to the map's manifest automatically. … …
add-pathsDraw path assets (roads, rivers' edges, fences, cliffs, cave walls...) along grid points. Width in squares (default 1). smooth=false gives sharp corners. Path textures come from list-assets (category paths). … …
add-wallsDraw walls as polylines through grid points; set loop=true to close a room. Optional doors are placed on the wall at a grid point (door centre), default 1 square wide. To add doors to an existing wall, pass add_doors_to_wall with its node_id (from inspect-map list ["walls"]). Wall/door textures come from list-assets (categories walls / portals). … …
build-roomBuild complete rooms in one step: a closed wall around a rectangle (or polygon) plus a matching floor and doors. Doors go at grid points on the outline, e.g. the middle of the south wall of area {x:10,y:5,width:6,height:4} is [13, 9]. … …
dd2vtt-to-foundry-sceneConvert a .dd2vtt/.uvtt into Foundry VTT v13 scene data: grid, walls, doors and lights, plus the map image extracted to a file. Writes <name>.<png|webp> and <name>.foundry-scene.json. Upload the image to Foundry (e.g. The Forge Assets Library), then in Foundry create a scene and use "Import Data" with the JSON, or pass the JSON to a Foundry MCP tool. Set image_src to the uploaded image path so bac
duplicate-mapCopy a map to a new file in the same folder (or a given path) to start a variant, e.g. a night version. Never overwrites an existing file.
export-dd2vttDungeondraft is needed to render map images, so this cannot export on its own. It builds a .dd2vtt from the map's walls, doors and lights plus an image you exported from Dungeondraft (File > Export > PNG/WEBP of the whole map, no grid if you want Foundry's). Useful when you changed walls/doors/lights after exporting. The simplest route is still Dungeondraft's own File > Export > Universal VTT.
inspect-mapSummarise a map: size, levels, element counts, terrain, asset packs and most-used assets. Optionally list elements (node_id, asset, grid position) of given types, filtered by area, to target edits or removals. Never returns raw file data. …
list-assetsSearch installed assets: Dungeondraft built-ins plus asset packs in the configured asset folders. Returns the exact texture path to pass to the add-* tools. Call with no filters for an overview (counts per category, packs, tags). Search matches words in the path and tags, e.g. query "table round" category "objects". Packs whose author disallows third-party tools are listed by name only.
list-mapsFind … files under a folder (default: all configured folders). Returns path, size and last-modified time, newest first.
remove-elementswrite actionRemove elements of the given types that lie entirely inside an area, and/or by node_id (from inspect-map). Walls take their doors with them. Requires an area or node_ids. Use dry_run first to see what would go. … …
set-environmentChange a level's ambient light, e.g. to make a night variant after duplicate-map. Presets: ${Object.entries(AMBIENT_PRESETS) .map(([k, v]) =>
set-terrainChange a level's terrain: assign textures to slots 1-8 (list-assets category terrain), fill the whole level with one slot, and/or paint strokes. Each stroke is an area (rectangle), circle or line (polyline with a width, for trails/roads) painted with a slot; "feather" (squares) softens the edge and "strength" (0-1) blends partially. Resolution is 1/4 square. Strokes apply in order. Slots 5-8 enabl
Public scan report
scanner v0.1.10 · 2026-10-03 · same rubric, same numbers if you re-run it
- Code scan17 source files scanned25/25
- –Live reliabilityno gateway calls yet and no remote to proben/a
- –Tool poisoningtools not inspected (local package is not executed); not countedn/a
- Auth qualitylocal package, no credentials required12/15
- Maintenancelast push 0 days ago15/15
- Maintainer identityregistry namespace matches repository owner; GitHub account older than a year8/10
How Dungeondraft compares
Against every graded MCP server, from our own scans and uptime checks. Updated after each scan run.
- Safety score
- 92/100
- higher than 95% of 48,255 servers
- Tools
- 15
- the typical server has 7
- Tools that change things
- 7%
- typical: 0%. Fewer write tools means less an agent can break
What its tools let an agent do: 7 read · 5 create · 2 change · 1 delete
Install Dungeondraft in Claude Code, Cursor or VS Code
Runs npx -y dungeondraft-mcp on your machine. Read the scan report first; the gateway never runs local packages.
claude mcp add dungeondraft-mcp -- npx -y dungeondraft-mcp
What the publisher says
From the Dungeondraft repository's README, as published. We do not edit it. Read it on GitHub
dungeondraft-mcp
An MCP server that lets Claude (or any MCP client) read, edit and export Dungeondraft maps. It works directly on .dungeondraft_map files, so Dungeondraft doesn't need to be running. It also converts Universal VTT exports (.dd2vtt) into Foundry VTT v13 scenes.
Ask things like "build a small tavern in the north-east corner of my crossroads map", "make a night version of this map", or "turn this dd2vtt into a Foundry scene".
Not affiliated with Dungeondraft or Megasploot. For live editing inside a running Dungeondraft, see battlemap-mcp. The two work well side by side.
Tools
Every edit tool accepts level (key, index or label; the default is the first level) and dry_run.
Coordinates
All tools use grid squares measured from the map's top-left corner, with x to the right and y down. (3, 4) is a grid intersection, and (3.5, 4.5) is the centre of the square in column 3, row 4. Fractions are allowed. Dungeondraft stores 256 px per square internally, and the server converts for you. Object positions are object centres. Rotation is in degrees clockwise. Light range, path width and terrain feather are in squares.
Safety
Shortened. The full README is on GitHub.
Nothing above is checked by us. What we check is on the safety report.
Dungeondraft: common questions
- Is Dungeondraft MCP server safe?
- Yes, by our scan: it is graded A (92/100). Read the Dungeondraft safety report
- How do I install Dungeondraft?
- It runs on your machine. Copy the Claude Code, Cursor, VS Code or Claude Desktop config from the install section.
- Does Dungeondraft need an API key?
- No secret keys are declared. It reads 3 settings from the environment.
- Is Dungeondraft maintained?
- The last commit was 32 days ago (2026-10-03). The latest release is v0.1.0.
- How does Dungeondraft compare with other MCP servers?
- safety score 92/100 (higher than 95% of 48,255 servers); tools 15 (the typical server has 7); tools that change things 7% (typical: 0%. Fewer write tools means less an agent can break). Full comparison.