DM Prep Workflows
Speed-mapping techniques, stencil workflows, and session prep shortcuts for busy DMs.
Buildings That Read on a Grid: Doors, Walls, and Interior Flow
A stencil-first guide to drawing building interiors that are instantly readable on a 5-ft grid: clean shells, smart door placement, and room flow that supports play. Includes a reusable shop + backroom + storage blueprint pattern.
Crypt & Tomb Maps: Coffins, Gravestones, Thrones, and Mood
Build instantly readable crypt and tomb battle maps with coffin, gravestone, throne, torch, and ruined-wall stencils—plus stone and cracked floors for mood. Includes 3 ready-to-run crypt templates (small, medium, boss).
Dungeon Dressing That Matters: Barrels, Crates, Chests, and Cover
A stencil-first guide to dungeon dressing that improves tactics and clarity—barrels, crates, chests, bags, levers, and torches placed with purpose. Includes 3 ready-to-run dressing recipes.
Dungeon Mapping Guide: Rooms, Doors, and Readable Lines (Stencil-First)
A stencil-first guide to drawing clean dungeon rooms, consistent corridors, and crystal-clear doors using wall and door stencils. Includes 3 fast layouts you can reuse forever.
Fence Lines & Perimeters: Courtyards, Gardens, Pens, and Controlled Space
Use fence and spike wall stencils with grass/cobble floors and signposts to shape courtyards, gardens, and compounds that play fast—clear boundaries, smart chokepoints, and stealth routes. Includes a reusable guildhouse/manor compound map.
Fortified Camps & Spiked Walls: Perimeters That Change Tactics
Build fortified camp encounter maps that feel different from open fights: spike walls, fence lines, gate doors, and torch cues that create chokepoints, breach points, and siege-style decisions.
Graveyards & Ruins Outdoors: Gravestones, Ruined Walls, and Night Fights
Draw graveyards and ruined outdoor fights that stay readable at night: gravestones as cover, ruined walls as line-of-sight blockers, cracked/stone floors as difficult terrain cues, and torch placement that creates tension.
Inn Rooms & Back Areas: Storage, Office, Cellar, and Staff Spaces
Stencil-first inn maps that do more than fill space: back rooms with clues, storage with loot, and cellars that become instant encounters. Includes a ready-to-run cellar encounter layout using barrels, crates, and torch cues.
Outdoor Encounter Maps: Camps, Firelight, and Readable Terrain
Draw outdoor camp encounters that run fast: clear terrain zones, readable firelight cues, and prop clusters that create cover and ambush angles. Includes 3 drop-in camps: bandit, pilgrim, and witch (with cauldron).
Roadside & Crossroads Maps: Signposts, Loot, and Natural Chokepoints
Build travel encounter maps that run fast: a clear crossroads, a signpost objective, and just enough loot/cover to create choices. Includes 3 drop-in crossroads scenes: safe, suspicious, and deadly.
Rogue Hideout Under the City: Rooms, Stashes, and Secret Vibes
A stencil-first guide to building undercity hideouts that feel lived-in and playable: wood/stone walls, small doors, crates/chests/bags, and torch cues. Includes contraband and stash room patterns you can reuse.
Tavern Battle Maps That Play Fast: Layouts for Fights, Chases, and Chaos
A stencil-first guide to tavern battle maps that run smoothly: readable lanes, clear sightlines, and props that imply tables and chaos. Includes 3 ready-to-draw tavern layouts.
Throne Rooms & Fancy Floors: Noble Spaces That Feel Different
Make noble spaces instantly feel ‘higher status’ with throne, fancy/tile floors, large doors, and wall torch symmetry. Includes three throne room templates: ceremony, ambush, and secret meeting.
Town Square Maps: Signposts, Fences, Crowds, and Clear Paths
Build town squares that run fast at the table: readable intersections, market stalls, patrol routes, and clear ‘where combat breaks out’ lanes—using signpost, fence wall, cobble/grass floors, and simple prop clusters.
Trap & Interaction Landmarks: Levers, Doors, and Lighting as Gameplay
Use levers, doors, and lighting stencils to create instant gameplay: readable puzzles, clear objectives, and traps players understand at a glance. Includes 3 “lever room” templates you can drop into any dungeon.