The Vermillion Isles: A Nautical/Pirate Campaign & Setting.
A seaside plague spreads as folk grow gills, their eyes turn white, and some folk vanish. Derha Ironside seeks adventurers to uncover the dark truth.
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 and Character Backstory One-on-One: Free
Game themes
Meet the Game Master
1 year on StartPlaying
362 games hosted
Highly rated for: Creativity, World Builder, Voices
Average response time: 3 hours
Response rate: 100%
About me
As a 20-year veteran, I specialize in long, immersive campaigns that span over a year or more. Within my home-brew world of the Vermillion Isles, sessions run for at least 3 hours, featuring dynamic lighting, custom maps, evocative music, personalized and custom handouts, atmospheric effects, voice modulation, sourced materials, and some API scripts. I focus on crafting rich narratives and fostering exploration over mere 'winning' or endless dungeon crawls, although I ensure players face challenging encounters. Progress is marked by milestones, allowing for negotiation, strategy, or combat at the group's preferred pace. Trailer 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 Roll20 Profile https://app.roll20.net/users/1137458/jonnydm
View Profile →Reviews (22)
Proficiencies
Players say this GM is great at:
Creativity
World Builder
Voices
John effortlessly combines approachability with a commitment to the rule of cool, creating an immersive and enjoyable experience. The stunning graphics and character art add a visual feast to the game, while the storytelling is immersive in its creativity. Overall, a perfect 10/10 for an unforgettable adventure.
What can be said about Jonny that has not been said about the great story tellers of time. His stories are masterfully crafted with passion and purpose. He has prepared his homebrew world to have real history and real opportunities. As a DM he is kind, thoughtful, cares that his players are having fun. He allows players to hold the reigns of their own PC instead of funneling them into a direction. I love the freedom I have to tell my PC's story. He has created an inclusive and positive campaign for our group, one that didn't know each other to start, but now is tightknit and loves playing every week. We wouldn't have that without a good DM.
Jonny is such a great DM. For me he splits the difference between Rule of Cool and RAW so well that you can do cool stuff without breaking the the challenge of the game. His NPCs are very easy to love and to hate depending on which side of them you are and he knows his world really, really well. It's just some high quality D&D!
Jonny is a wonderful DM that makes sure everyone is having fun, uses the Rule of Cool without going overboard, and has a lot of visual aids/voices to help players get immersed in the world. You can tell how much work he's put into the world and into each session, and I can't say I've had a session with him when the group ever thought it was anything less than great.
Character creation
Creating your character
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! 5E: 2014 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.
Beginners Welcome! • Looking for 2 more player! • Current party level: 10 • Party Make-up: Fighter, Bard, Fighter, Cleric • 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?
What to expect
Preparing for the session
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 JonnyDM brings to the table
– 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!
Homebrew rules
Flanking During combat, Flanking is allowed. Flanking occurs when a creature and its allies surround an enemy, positioning themselves on opposite sides or corners of the enemyÌs space. This grants advantage on melee attack rolls for each flanking ally against the enemy. Health Potions The player has a choice when consuming a potion of healing. They can use an Action and receive the full amount of HP from the potion taken, or they can use a Bonus Action and roll as normal for the HP healed. This gives the player a little strategic freedom during combat. Action: If you use your Action to take the potion, you gain the full HP amount from that healing potion. Bonus: If you take the potion as a Bonus Action, you roll as normal to see how much healing you received. Hidden Death Saves In the unfortunate event that a character is struck down and dying, they must make death saving throws as usual. The results of the rolls will be hidden, however, and shown only to the Game Master and the player who rolled the death save. This minor adjustment brings back the tension, severity, and fear when a character is dying instead of reducing it to pass vs. failures. Counterspell The spell counterspell is no longer available. Instead, the spell is replaced with a contesting counterspell test to determine if the spell is successfully countered. Any class that generally has counterspell in their spell list can attempt to counter any spell, provided they can see the caster and have a levelled spell with the same school of magic as the spell being cast. Using counter this way still takes your reaction and a spell slot equal to the spell used to counter. If you meet these criteria, you roll 1d20 + proficiency + spell modifier + spell level. The player with the highest roll wins the contest. However, if you both roll the same, you roll on the wild magic table as the two spells collide in the air. For example, if a Shaman Orc casts a fireball at 3rd level and you can see the Orc, you can use your reaction to counter the fireball with lightning bolt, both being Evocation spells. Now, both will roll 1d20 + proficiency + spell modifier + 3 spell levels to see if the counter was a success. At higher levels. Starting at level 7, if you win a counterspell test, you may attempt to sling the spell back at the caster. You can sling up to a specific spell level based on your class level, as seen below. Starting at 15th level, when you win a counterspell test, you have advantage to hit with this spell, or you give disadvantage to the caster against the save for the spell. You can use the spell slinger ability 3/day.
Equipment needed to play
Headphones
Microphone
Webcam
Platforms used
Safety
How JonnyDM creates a safe table
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
Additional tables
1 available
Bi-weekly / Saturday – 11:00 PM UTC
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