A Field Guide to Temerrit Spotlight – Cobalt Landing


Greetings, and welcome to a sneak peek of my upcoming D&D Adventure Setting Module – A Field Guide to Temerrit. Let’s take a look at Cobalt Landing, one of the three largest cities in the setting and a hint of what you’ll get what you purchase this module.

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Here’s a partial view of Cobalt Landing, minus the southern neighborhoods.
Continue reading “A Field Guide to Temerrit Spotlight – Cobalt Landing”

Coming Soon! The Field Guide to Temerrit Adventure Setting!


Hot on the heels of my last adventure module – Kohtumine: The Great Gathering of Ships – comes a setting module with a distinctly less nautical flair and a focus on the interplay between towns and villages in the region called Temerrit. The Field Guide to Temerrit adventure setting will provide ten distinctly different town maps – from small caravan style gatherings to desert outposts to a massive capital city. Each of these can be used as is, or as a stand in to represent a new location of your choosing!

Continue reading “Coming Soon! The Field Guide to Temerrit Adventure Setting!”

The Kohtumine Gathers: New D&D Ships & Stats Oh My!

Check out the latest teaser for the Kohtumine! Its a brand new ship type – the Sloop – with stats!


Welcome back to another look at the Kohtumine! I’m nearing completion, and based on feedback, this adventure setting looks to be nearly 50 pages in length! Hefty! Today I want to share one of the pages of the Kohtumine, a sneak peek at a new category of ship for your enjoyment, the Sloop! Smaller than the ‘regular’ sailing ship, but larger than a keelboat, this heavily upgraded Sloop is the Azure Vestige.

Continue reading “The Kohtumine Gathers: New D&D Ships & Stats Oh My!”

Kohtumine Focus: The Minnow Cluster

Check out the first cluster grouping of the Kohtumine, the Minnows!


The Minnows is the most rag-tag collection of ships, boats, outrigger canoes and just plain rafts that you’ll ever see. I swear, if a marooned sailor can tie two pieces of deadwood together an paddle it to the Kohtumine, he’d end up in the Minnows. What’s there to do in the Minnows? Sleep, eat something that was likely a rat, and get a boat to another cluster. That’s it, if you ask me.

Shipmaster Zarik A’Ragim, Commander of the Garuk’s Breath

Continue reading “Kohtumine Focus: The Minnow Cluster”

New Map! I’Mirski’s Tomb

A new D&D Map! I’Mirski’s Tomb


I’ve uploaded a new map – I’Mirkski’s Tomb! Perfect for a hidden den of criminality that happens to connect to a profitable mine, or a safehouse for a group of rebels, or even an uncovered ancient ruin, I’Mirski’s Tomb has a trap, a hidden wall, a teleportation grid (optional!), and even a monster pen. (Used in my Brokenbank campaign to house a Bone Minotaur and released by the myriad on our hapless adventurers!) Enjoy!

New D&D Resource – Maps of Brokenbank in Wildemount

I’m finally back with some new maps of Brokenbank for Dungeons and Dragons!


Update: I’ve updated my map of the town of Brokenbank here!

Hello again! Welcome back. I’ve been absent quite awhile from the blog, but I’m hoping to change that in the new year. In the last few months I’ve started (and pretty much ended) my first campaign, and now have started a second one. You’ll see Tallavanor’s Tales picking back up again as I finally get to play as a character again, and you’ll see some of the maps and other resources here for my current party.

A Map of the Nova Caesarian Colonies!


Some new maps for your pleasure. I’m excited to have these be part of my next project – a Brief History of the Colonies of New Caesaria! Which map do you like better?

Colonies of New Caesaria(1)Colonies of New Caesaria(2)

Colonies of New Caesaria(3)Colonies of New Caesaria(4)

More Updates to our Ghosts of Saltmarsh Campaign – Redwatch Expanded!


Hi All,

As my D&D Campaign for Redwatch Island continues, I’ve added some additional map resources that help build the world. Here’s a map of Seaton, the capital city of Redwatch, and the scary Dreadwood Forest. Enjoy!

City of Seaton

Seaton DistrictsMap of Dreadwood

These maps will be added to the resources in the Campaign Missions. As usual, feel free to use them with the rest of the materials, but with recognition. Thanks!

Stay safe out there.

  • Daniel

New D&D Maps – Town of Burle & Carnival Games


Town of Burle

Today’s post is a quick one – I’ve built my awesome map of Burle using the free Inkarnate tools (Honestly, it’s just the fortified town map with some textures and a few other pieces of writing added.

A few fun parts of this map – the Burle Pond is a saltwater pond. According to local legend, a captive ocean elemental was captured by a traveling wizard, who made his home within the town. When the wizard died, the ocean elemental was freed, but couldn’t find his way home. He took the small pond as his home, and it has been salty ever since.

The town holds an annual festival to celebrate the signing of the Wildflame Pact. My party just arrived in town after delivering some wagons to Olion’s stables (connected to Ingo the Drover in Saltmarsh), and spent today enjoying the many games and foods/drinks/sites and sounds of the town carnival.

Games included…

  • Climb the tree – Two Dexterity Checks (DC15) Followed by a DC 15 Strength Check to make your way up a tall pole while wearing two heavy metal bracers. Every failure drags them down, every success brings them up.
  • Slay the Dragon – Arm wrestling with a full-blooded Orc Gladiator with slithering dragon tatoos on his arms. (Direct Strength vs Strength Checks – Two wins in a row from starting to get an arm down – Nat 20 does ‘two positions’)
  • Catch the Queen – Shell Game with perception checks to follow it (three times in a row  – DC 15)
  • Lift the Stone – The stone that the Wildflame Pact was on is a heavy piece – pick it up and hold it over the red painted – Requires a DC 22 Strength Check to lift successfully.
  • Archery Competition – Archers may not use their own bows – must use one the town provides. Three bows – two are poor and cause disadvantage on shots. One is good and allows normal usage. A DC 12 perception check allows a player to check the bows for defects and find the right one. “Magic number” is 23 to hit.
  • Ring Toss – Get a heavy metal ring over the blue goblet and win a prize! Naturally it’s in the middle of a bunch of red goblets. First, players must make a perception check to spot the blue goblet (DC 14). If a nat 20, they get advantage on their throw. Nat 1 = disadvantage. DC 18 Dexterity check to get it in the right place.

Other Vendors include – A fortune teller, turkey leg seller, tapestry designer, flower braid makers, fruit and candy sellers, and a hardboiled egg chef.

All games require between 10 cp and 10 sp to enter. Prizes include half a ‘pot’ of money, medallions with the Wildflame token on them, small flags or pieces of pottery, or a ‘doubling’ of their money.

Other random events that may occur.

  • Pickpocketing
  • Speech by local bigwigs
  • Procession of Elves from Silverstrand to the Wildflame.
  • If nighttime, the lighting of the annual ‘Wildflame bonfire” and a brief magical fireworks display.

Hope these come in useful!


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Redwatch Island Maps Completed!


I’m excited to now reveal what I’ve been working on! (IE my PCs finally found all the maps I’ve made. Feel free to use these with your own Redwatch Island adventure! See the link on the Custom Missions Page!

Southern RedwatchEastern Redwatch(1)North East RedwatchNorth West Redwatch Island

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