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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 t...

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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 2024-04-11 04:00:04 +0000 UTC View Post

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
4...

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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<...

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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 afte...

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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...

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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, ...

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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 o...

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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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