The Vermillion Isles: A Nautical/Pirate Campaign & Setting.
The Vermillion Isles: A Nautical/Pirate Campaign & Setting.

Dungeons & Dragons 5e, Homebrew Game | Campaign

1 SEAT LEFT
$20.00

/ Session

Details

Weekly / Thursday - 12:00 AM (UTC)

Jan 23 / Session 47

3-4 Hour duration

5 / 6 Seats filled

Schedule

Thu, Jan 23 | 12:00 AM - Session 47

Thu, Jan 30 | 12:00 AM - Session 48

Thu, Feb 06 | 12:00 AM - Session 49

Requirements

Experience required: Open to all

Age: 18+

About the adventure

Welcome to the Vermillion Isles Behold, the land of the Vermillion Isles, a lone continent swallowed by the depths of the infinite sea. A single beacon of hope for those who survived the Great Drowning and the devastation that soon followed. A continent where its early denizens forged a new world and a civilization of peace and prosperity away from the destructive hands and egos of the deities that once ruled. However, this peace and prosperity would crumble under the weight of the corruption and greed still left over from the cataclysm. A millennia after the Triton Civil War and its unifying empress that would forge the Vir'Akari Empire. Centuries after the second banishment of Dagon and his Rejected Children during the War of the Trench that would leave the Triton race nearly extinct. After the destructive War of the Twins left a scare on what would become the Marsonian Deserts. Decades after the Pherosian War and the inevitable Cold War that followed ushered in a time of peace and prosperity among the denizens of the Isles. Peace hangs in the balance once more as two mighty superpowers eye each other with suspicion and malice. The drums of war beat ever louder, their armies muster, and their general's plot. Our story begins not in the labyrinthine halls of the University of Tritonia's Grand Library or the Deadly inhospitable jungles of the northern Masifi Dominion, nor does it begin in the scum-filled streets of Capcya, the capital of the pirate nation known as the Ratline Cadence. No, this tale begins on the busy docks of Port Pherali with a humble letter pleading to strangers for discretion and aid. This new era of Renaissance teeters on the edge of a cutlass as a foreboding prophecy threatens to spread its evil influence over the Isles. Will you defend the fragile peace that holds the Isles together, or will you join the conquerors' ranks and build your kingdom from the ashes of the old? The realm's fate lies in your hands. World Documents Trailer for the Vermillion Isles https://drive.google.com/file/d/1RnW7spttQROJCfB1EGD9uJ7r_FuKX_8H/view?usp=sharing Tourist guide to the Isles PDF https://drive.google.com/file/d/1iSOsN3Bh7aHyG9kiRFY4-smm2_eWjj0-/view?usp=sharing Session 0: Free Character Backstory One-on-One: Free

Recruiting notes

After defeating the Cult of Oothoon in Port Artiria and acquiring a ship, the party sailed to Capcya to meet Lore Keeper Amberfall. Amberfall, a Mystic linked to the Crimson Corsairs, was investigating an Illithid colony threatening the city. The party discovered that Kalib, a local warehouse owner, had transformed into an Illithid and confronted him, uncovering connections to Ezra Hardy and Vivian the Vile. While Vivian escaped, the party destroyed the chamber meant for the Elder Brain. Meanwhile, Captain Hamilton hosted a fundraiser, and the party used the event to gather information for their ally, Admiral Reef. Tensions escalated when Ezra Hardy interrupted a parley, demanding the Crooked Spin, an artifact tied to the prophecy of the Long Dark. After a fierce battle against Ezra’s Mindflayer minions, the party successfully defended the artifact. Amberfall has now revealed the location of the next artifact: the Lute of Tellara, which is protected by a Guardian of Wisdom. If the party passes the Guardian’s test, they will gain the lute and the locations of the remaining artifacts needed to prevent the prophecy of the Long Dark. Will you join the party on their quest to uncover the truth behind the prophecy and stop the forces of Ezra Hardy and Vivian the Vile? Beginners welcome! Looking for 2 more player! Current party level: 9 Party Make-up: Fighter, Bard, Fighter, Cleric Campaign Setting: The Vermillion Isles (Custom Campaign and Setting) Adventure style: High Seas Exploration, Mystery, and Intrigue Campaign LVL: 2-15 plus Party Size: 4-6 players VTT: Roll20

1 year on StartPlaying

203 games hosted

Highly rated for: Creativity, World Builder, Visual Aid

Additional details

How to prepare

Players are encouraged to approach the game with a positive attitude and a readiness to have fun! As this is an online game hosted on Roll20 and Zoom, we kindly request that each player has a functioning microphone and video camera. I highly recommend that players review the Tourist Guide to the Isles PDF and Video (links provided below). Character creation will take place during our Session Zero and in individual Character One-on-One sessions. These sessions aim to establish the character's backstory and delve into their goals and motivations. PDF https://drive.google.com/file/d/16tzlGsHiaV_bJSXhPlwVwYM7BMo-9WyG/view?usp=sharing https://drive.google.com/file/d/1iSOsN3Bh7aHyG9kiRFY4-smm2_eWjj0-/view?usp=sharing Video https://drive.google.com/file/d/1RnW7spttQROJCfB1EGD9uJ7r_FuKX_8H/view?usp=sharing – Cameras must remain on to enhance immersion, role-playing, and collaborative storytelling. – Maintain a good attitude and an open mind. – No experience necessary. – Be punctual. – Avoid dominating the spotlight; ensure everyone has a chance to shine, especially concerning their personal story arc. – Stay focused during the session; no distractions like other games or work. – Engage in collaborative storytelling. – Avoid characters that don’t fit with the party or setting, including murder hobos or evil characters. – Be kind, accepting, and refrain from bullying or degrading anyone. – Most importantly, a good attitude!

What I provide

– Always be prepared for the session. – Be helpful and understanding towards new TTRPG players or those new to 5e. – Maintain an easygoing attitude, emphasizing story, exploration, player motives, and impactful encounters over heavy dungeon crawls or combat. – Make fair and consistent rulings, considering the "rule of cool." – Remember, it's the players' story; I provide hooks and let them develop the rest. – Resolve any tech issues (working camera and audio) before the session starts. – Create a fully fleshed-out world with vibrant NPCs, villainous antagonists, and diverse characters. – Integrate each character into the main storyline. – Conduct a robust one-on-one session zero, to discuss rules, boundaries, character building, and flesh out your character's backstory and find ways to weave them into the plot; periodically check in with each player to align on character development. – Provide fair and challenging combat and social encounters. – Maintain kindness, understanding, and acceptance. –Most importantly, a good attitude!

Gameplay details

I like to start with one-on-one session zeros with all my players! During these sessions, we’ll chat about the rules of the game (especially helpful for new players), go over house rules, table etiquette, expectations, and boundaries. After that, we’ll dive into brainstorming character ideas and work together to create and develop your character. Once your character is ready, we’ll explore their background, motivations, and reasons for adventuring, weaving their story into the larger world of the campaign. It’s a great way to kick things off and make sure your character feels personal and connected! Session 0 and Character Backstory One-on-One: Free Link to the Tourist Guide to the Isles Single page https://drive.google.com/file/d/1iSOsN3Bh7aHyG9kiRFY4-smm2_eWjj0-/view?usp=sharing Campaign Video https://drive.google.com/file/d/1RnW7spttQROJCfB1EGD9uJ7r_FuKX_8H/view?usp=sharing

Content warnings

Safety tools used

Breaks

Open Door

Session 0

How will character creation work

I like to start with one-on-one session zeros with all my players! During these sessions, we’ll chat about the rules of the game (especially helpful for new players), go over house rules, table etiquette, expectations, and boundaries. After that, we’ll dive into brainstorming character ideas and work together to create and develop your character. Once your character is ready, we’ll explore their background, motivations, and reasons for adventuring, weaving their story into the larger world of the campaign. It’s a great way to kick things off and make sure your character feels personal and connected! Level: 3 Feat: Each character begins with the option to choose one feat at level 1. Ability Scores: Utilise the Standard Array (15, 14, 13, 12, 10, 8). Equipment: Start with the designated starting equipment.

Players can expect

Combat / Tactics

Medium

Roleplay

High

Puzzles

Low

Experience level

Open to all

Platforms used

Roll20

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