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Pom Pom Galli

Pom Pom Galli

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Pom Pom Galli posts

Saltmarsh: Town Council v2

A variant, using more recent version of Midjourney, for the Saltmarsh Town Council tokens.

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Pirate Crew

Hello everyone 🙂
Life has been a little busy since I last published, and I wasn't able to create much these past weeks. But my players just had to face some pirates and I generated a few more tokens that I hope you will enjoy.
I will be back with more content very soon. Though while I still want to post regularly, I cannot keep the same weekly pace than last year.
Thank you for your support ❤️

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Interactive Map of Greyhawk



Something a little different today: I have implemented an interactive version of the Flanaess map by Darlene with the Political Divisions outlined in the World of Greyhawk Folio by Gary Gygax. I adapted the vector from Zach Henderson & Robert Conley, and used heraldry by Anna B. Meyer.

I will be working on improvements in the coming weeks.

I hope you will enjoy this and find it useful!

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Seaton: Garrison Prison

This is based on the 3.5e DMG2 version of Saltmarsh Garrison, as described "several years after", and follows the Garrison Barracks I published last week.

38. Guard Room
39. Registry Room
40. Inspection Hall
41. Delousing Room
42. Orientation Hall
43. Guard Post
44. Barracks
45. Armory
46. Locksmith's Quarters
47. Work Detail Hall.
48. Interrogation Room
49. Guardpest
50. Inspection Point
51. North Guardroom
52. South Guardroom
53. Cellblocks
54. Workshop
55. Tool Room
56. Kitchen
57. Pantry
58. Records Room
59. Storage
60. Library
61. Shrine to St. Cuthbert
62. Barracks
63. Infirmary
64. Garbage Pit
65. Barracks
66. Armory
67. Forge
68. Dry Food Stores
69. North Barracks
70. North Interrogation
71. South Barracks
72. South Interrogation
73. Solitary Confinement Pit
74. Corrections Room and Cells
75. Guardpost
76. Old Records Storage
77. Forge
78. Confiscation Storage
79. Armory
80. Maximum Security Orientation
81. Guard Room
82. Guard Post
83. Barracks
84. Treasury
85. Training Room
86. Redbeard's Lounge
87. Holding Cell
88. Redbeard's Quarters
89. Guard Room
90. Cell Block
91. Torture Chamber
92. Guard Room
93. Death Row
94. Execution Chamber

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Seaton: Garrison Barracks (36x22)

This is actually based on the 3.5e DMG2 version of Saltmarsh Garrison, as described "several years after". It is seriously more fortified than the Barracks and Jail I previously mapped with the entire town of Saltmarsh, and suits Seaton much better in my opinion.

1. Entry Hall
2. Training Hall
3. Briefing Rooms
4. Tower Stairwells
5. Prison Entrance
6. Guardroom
7. Holding Cell
8. Guardroom
9. Trophy Hall
10. Storage
11. Meeting Room
12. Records Room
13. Lounge
14. Library
15. Bathroom
16. Lesser Armory
17. Game Hall
18. Mess Hall
19. Kitchen
20. Pantry
21. Servant's Barracks
22. Watch Barracks
23. Watchtower Stairs
24. Guardroom
25. Clerk's Quarters
26. Brute Mess Hall
27. Brute Armory
28. Brute Barracks
29. Brute Commander Barracks
30. Brute Washroom (unused)
31. Payroll Room
32. Guardroom
33. Upper Lounge
34. Upper Messhall
35. War Room
36. Stalker's Quarters
37. Walthas Kang's Quarters

The underground jail is coming very soon.

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Pirate Ship: The Salted Glade (16x22)

A sailing grove seeking Procan's Bloom for revenge.

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Dungeon Master's Guide 2 (3.5e) version of Saltmarsh

I was pretty surprised, while skimming through 3.5e material, to find a complete description of Saltmarsh in the Dungeon Master's Guide 2 (page 119 to 152). The town is presented "several years after the events" (of The Sinister Secret of Saltmarsh, Danger at Dunwater and The Final Enemy).

65 Locations

City Wall, Watchtowers, City Gates, Hoolwatch Tower, The Wicker Goat, Saltmarsh Sendings, Cathedral of Kord, Cathedral of Pelor, Temple of Fharlanghn, Saltmarsh Cemetery, Carpenters' Guildhall, Radric's General Store, The Anvil, Jewelers' Guildhall, Scriveners' Guildhall, Bakers' Guildhall, Merchants' Guildhall, The Lizard's Boat, Blue Frog Brewery, Shrine of Obad-Hai, Frog Park, Lizard Embassy, Tailors' Guildhall, Saltmarsh Playhouse, Fishmongers' Warehouses, The Hoof 'n Mouth, Shipyard, The Drunken Urchin, Whitecap Shipping, Alchemists' Guildhall, Market, Anmeh's Hall of Oddities, The Curio Shop, Leatherworkers' Guildhall, Marshgate Bridge, Major Bridges, Minor Bridges, Saltmarsh Museum, Temple of Boccob, Town Hall, The School of Blades, The Silver Raven, Barracks and Jail, Slaughterhouse, Stonemasons' Guildhall, Lilybrook Orphanage, The Dancing Dryad, The Flounder Pounder, Black Market, Crazy Nettie's Place, Dungsweepers' Guildhall, Tinkers' Guildhall, Fastralli Mansion, Aerakin Mansion, Aeltyn Mansion, Rasivath Tower, Lassiter House, Ambermead House, Timertikos House, Andrigal Mansion, Saltmarsh Point Forum, Oak Island Keep, Oak Island, Standing Stones, Saltmarsh Beacon.

71 NPCs

Abelard Larthe, Andrati Paterwalus, Ankus Akalvin, Anmeh Ronakin, Audry Lilybrook, Aydi Zarastian, Baswulf Tisk, Blahg, Daryn Larsken, Desthen Clorisal, Diomar Lian, Dircroft Cronan, Egan Lassiter, Ember, Emirat Rastenar, Erolin Timertikos, Ebstilar Runail, Ferrin Kastilar, Flanigan Lorsk, Gerald Isslor, Geolin, Grust Redbeard, Hoskin Lashti, Iborian Kelstinar, Jarthis Andrigal, Jasker, Jilar Kanklesten, Kailee Restinan, Katlen Lithoti, Kavern Lesk, Kinto Anderhoff, Klori, Lankus Kurrid, Lars Tannerson, Lira Tolivar, Loris Aeltyn, Lyra Ivessa, Merrin Paskenfell, Mires Tithane, Misha Larakti, Molak Mako, Moradni Mortai, Mylor Brank, Mylor Orvid, Ned Shakeshaft, Nestor Purilltan, Nettie, Noshi, Oona Fastralli, Oslor Pendicraw, Parne Anderhoff, Porthas, Radric, Rodelik Karneth, Ryan Kirtap, Sara Rasivath, Sasha Amistar, Silark, Skie Rayncliff, Soshyn Anamar, Tarn Ticklip, Tobias Ambermead, Toren Aerakin, Torkan Anderhoff, Tyson Kashtilan, Vander Anderhoff, Vera Orrenti, Vlistur, Warale Essryn, Walthas Kang, Yonshi Quansath.



Nobody told me about this, so I'm telling you! It surely is inspiring for future content. In fact, I have started to adapt the Saltmarsh Garrison and Andrigal Mansion maps, detailed in the book, with Dungeondraft and should release something for you in the coming weeks.

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Seaton: Sea Princes Raid on the Port (16x22)

Memories of a Sea Princes Raid on Seaton unfolding through Burning Narrow Streets to a reveal on the Docks. Comes with a Peaceful variant and an evil looking Pirate token.

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Dreadwood: Castle Spiral (16x22)

16x22 Dungeon (~6 players, Level ~5+)

Forest folks and creatures are lured to Granny Nightshade’s lair by a captive Unicorn cry song. Investigating disappearances throughout the Dreadwood, the adventurers arrive at Castle Spiral either attracted by the distress call themselves or by following another susceptible victim.

If the players are taking more than a few minutes to follow the song through the entrance on the right, Wraiths and Shadows will spawn at regular intervals from the exit portcullis on the left.

Warning: This dungeon could be deadly, especially if your party is subject to the Dark Dreams curse of the Dreaded Deeps. Also, none of my parties have reached it yet, so this template is totally untested, you should adapt it for your own game.

Room 1: A Welcoming Ambush

The entrance to Castle Spiral is a battleground where two Ogres and four Jackalweres are waiting to ambush any visitor. At the end of the room, a lever opens a portcullis to drop into Room 2, and a door opens to a long staircase down to Room 3 (Sleight of Hand DC 13 lock, key found on an ogre).

The pack of jackalwere is awaiting the attack order while the ogres are deliberating which of the characters is the "purest".

The monsters’ goal is to neutralise and capture the adventurers alive. Players must either defeat the welcoming party or the character considered to have the “purest blood” (noble background, virgin, vegetarian or whatever, …) will be brought to Room 3, and the others be thrown down into Room 2.

Room 2: The Sacrifice Pool

The portcullis only opens from Room 1 and triggers a Death Ward spell on thrown captives to survive the 60ft fall (6d6 damage) into this big cell, where the players find remains of various folks, a very injured Unicorn crying and a dying Druid nursing it.

Both the unicorn and the druid are barely conscious. If successfully healed, the druid explains that the unicorn cry is a beacon for Granny’s next victims. Despite the numerous souls lured to their death by the mystical plea for help, he couldn’t resolve to stop nursing the dying creature. He believes that the hag uses him to keep her trap alive, though really it is to keep the creature agonising, thus maintaining the influx of innocent victims.

The druid has been cursed with an Antimagic Field and ignores that the unicorn cannot benefit its healing abilities while he’s nursing it. The druid can only survive in the unicorn’s domain, and the unicorn can’t heal while around the druid; they are effectively keeping each other at 1hp. If they are separated, it takes the unicorn about 2 minutes to Heal Self fully and the druid likely dies. If  the players somehow manage to free and escort them out, Granny Nightshade shall send a few Onis after them.

Room 3: The Blood Banquet

Yzobel and Zephyr, two Vampire Spawns, are resting in this room and feasting on the fresh blood of the “purest” captives.

The vampires insist in a creepy pervy way that blood tests better if willingly offered. They are guarding the exit unless properly invited to feed by the players, but can decide to inflict bites by force otherwise.

Three coffins are marked X (dusty and empty), Y and Z. The third coffin is meant to be the former one of Xolec before his siblings trapped him in an ancient tomb near Saltmarsh.

A trapped step (Perception or Investigation DC 16), about half-way through the long staircase to Room 4, triggers a Hallucinatory Terrain trap that seamlessly brings the characters back their steps to inflict confusion (Wisdom DC 15) and exhaustion (Constitution DC 10).

Room 4: Granny’s Spawning Portal

Death and suffering is what keeps Granny Nightshade’s portal to the Shadowfell open in this room. The hall is covered with meat and bones in a stench of rotting flesh.

The Night Hag is busy slowly torturing a Commoner for a twisted sacrifice ritual. When she notices the characters, she gives a disturbing monologue about her evil motives, discards the corpse of her victim to focus her wrath on them.

As long as damage is dealt or taken in the hall, Wraiths and Shadows can emerge from the portal each turn. If the players are undetected, the undead exits to the Dreadwood through Room 5, otherwise it fights beside the hag. If no damage is dealt, the portal weakens visibly each turn, and ultimately shuts.

Room 5: The Hag’s Chamber

This is the hag study and bedroom. A potential captive related to your campaign could be awaiting here beside some rewards.

Some notes could lead the players to think that the infestation of the Dreadwood was sponsored by the Scarlet Brotherhood, or any exciting plot twist that will suit your story.

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Dreadwood: Dreaded Deeps Encounter (16x22)

Map of a dark forest maze, seamless to be tiled and prevent your players from ever escaping its traps... well, unless they activate the nightmare crystals to open the portal out. Shambling Mounds are hiding in the hedges, and most chests are Mimics, obviously.

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Dreadwood: Dreaded Deeps Travel (16x22)

In the heart of the forest, growth is so heavy that it blots out the sky and natural light is unknown.

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Dreadwood: Middle Reaches Encounter (16x22)

Map of a Witch Cabin in the woods with a Mirror Battle, the Coven Throne and a Secret Jail Room. Token for a Green Hag.

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Dreadwood: Middle Reaches Travel (16x22)

The forest takes on an increasingly sinister character, the canopy of greenery casts everything in dim light and darkness.

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Saltmarsh: Dungeondraft Files and Printable PDFs

Here are two printable PDFs for all of the 30 Saltmarsh Locations, as well as the Dungeondraft files of the entire town.

Nineteen A3 maps: City Gate, Barracks, Jail, Wicker Goat Tavern and Rooms, Sharkfin Bridge, Hoolwatch Tower, Snapping Line, Council Hall, Weekly Market, Primewater Mansion and Cellar, Oweland House and Cellar, Solmor House, Ingo the Drover's House,  Crabber's Cove, Sea Grove of Obad-Hai and Standing Stones. (GDocs)

Seventeen A4 maps: Eliander's House, Mining Company Headquarters and Cellar, Keledek Tower, Faithful Quartermasters of Iuz, Empty Net, Green Market, Kester's Leather Goods, Dwarven Anvil, Fishmongers' Plant, Mariners' Guildhall, Carpenters' Guildhall, Council Hall Gallows, Crabbers' Cove Cellar, The Leap, Temple of Procan, Cemetery and Winston's Store. (GDocs)

The dungeondraft files use the default assets exclusively, so you shouldn't have any problem using it.

❤️

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Dreadwood: Outer Fringe Encounter (16x22)

Forest map with your Adventurers Campsite, a Poachers' Hideout and an Owlbear Nest. Tokens for a couple of Bandits and an Owlbear.

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Dreadwood: Outer Fringe Travel (16x22)

The Dreadwood's outskirts are lightly wooded and relatively safe due to ranger and elf patrols. Owlbears, wolves, and bandits are the main threats here.

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Saltmarsh: Standing Stones (11x16)

Once a haunting site of a siren's sacrifice, her spirit enchants the seas, luring bountiful fish.

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Saltmarsh: Part 3, East Side of Town (48x30)

This DnD battlemap for the east side of Saltmarsh includes: Ingo the Drover's House, Carpenters' Guildhall, Crabbers' Cove, the Leap, Temple of Procan, Cemetery, Winston's Store and the Sea-Grove of Obad-Hai.

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Saltmarsh: Winston's Store (11x8)

A retired rogue, Winston fears exposure from a past heist in the Hool Marshes. He sells goods and advises adventurers on the marshes exploration.

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Saltmarsh: Sea Grove of Obad Hai (16x11)

The sea-grove is an information hub for traders, sailors, and swamp folk near town. The druid Ferrin Kastilar hires adventurers to eliminate aberrations.

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Saltmarsh: Cemetery (11x8)

Krag tends to the town cemetery, honoring those lost at sea. He's also the local historian, delving into regional events and buried tales.

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Saltmarsh: The Leap (11x8)

It is a tradition in Saltmarsh to leap over this 100ft cliff into the water when a loved one drowns. It's usually safe, and only a short swim back.

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Saltmarsh: Temple of Procan (11x8)

Wellgar Brinehanded leads the temple of Procan, and his vivid maritime tales captivate attendees.

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Saltmarsh: Carpenters' Guildhall (11x8)

Jilar Kanklesten, leader of the Carpenters' Guild, can pay for adventurers expeditions to get the rare woods she's obsessed about.

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Saltmarsh: Crabber's Cove (16x11)

The abandoned Crabber's Cove in Saltmarsh hides a vampire named Xolec in a secret cellar.

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Saltmarsh: Ingo the Drover's House (11x16)

Ingo the Drover is evading assassins in Saltmarsh, hires out as a discreet source protection. A secret shield guardian is hidden with his campaign medals.

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Rocky Reef Island

I am running the Sharkfin Shipwreck encounter next week. I used Midjourney again to create a map of the Sahuagin island and illustrations for the NPC.

When the characters awaken, they are [...] huddled against a mussel-encrusted boulder in the middle of a rocky reef. About 50 feet away are a number of Sahuagin […] A 20-foot-wide hunk of the Sharkfin’s hull is stuck against the reef about 60 feet away.

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Saltmarsh: Part 2, Town Centre (48x48)

This D&D battlemap of Saltmarsh town center includes: Snapping Line, Council Hall, Weekly Market, Primewater Mansion, Dwarven Anvil, Fishmongers' Plant, Oweland House, Solmor House and Mariners' Guildhall.

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Saltmarsh: Solmor House (16x11)

The Solmor family owns a mansion and smaller buildings for servants and employees, and storage, secured by a dozen of guards led by four veterans.

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Saltmarsh: Mariners' Guildhall (11x8)

The Mariners' Guild offers sailors lodging and meals. It's a hub for captains recruiting crews and discussions on seafaring and coastal navigation dangers.

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