The Savage Tide | Ch 3 "The Sea Wyvern's Wake" Saturdays @ 18:00

The Savage Tide | Ch 3 "The Sea Wyvern's Wake" Saturdays @ 18:00

Set sail for adventure against the Savage Tide! With laughs and thrills a-plenty, its a real wild ride.

TYPE

Campaign

EXPERIENCE

Beginner

AGE

18+
About the adventure

https://www.youtube.com/watch?v=gZRnymwoVdo All ocean voyages are fraught with peril, yet a voyage to the infamous Isle of Dread might seem to some old salts to be deliberate goading of the Goddess of the sea. Many of those who attempted the voyage before and managed to return to civilization often choose not to speak of the trials they experienced on the dangerous route, yet those whose lips can be loosened by ale whisper amazing stories… tales of pirates, sea monsters, terrifying storms, and perhaps most harrowing of hall, of a strange and sinister land without land, a floating graveyard of mired dead ships. This watery graveyard has many names, but its most well-known may be it's most apt; Journey's End.

Game themes
2 SEATS LEFT
$5.00

/ Session

Details

Weekly / Saturday – 10:00 PM UTC

Aug 2 / Session 49

3.5–4.5 Hour Duration

5 / 7 Seats Filled

GAME MASTER

DesVingths(Mike)

he/him

4.7

(6)

Schedule

Sat, Aug 02 | 10:00 PM – Session 49

Sat, Aug 09 | 10:00 PM – Session 50

Sat, Aug 16 | 10:00 PM – Session 51

Each player will be charged when a session starts.

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Meet the Game Master

2 years on StartPlaying

46 games hosted

Highly rated for: Teacher, Knows the Rules, Creativity

About me

Hello! I am Mike, an-aspirant online GM looking to play host some stories from dungeon-delving's past. I aim to provide as immersive an experience as I can for my players through distinct voices and descriptive language. My objective as your game manager is to provide fluid narration, decisive (and fair) adjudication, and edge-of-your-seat thrills - and all for less than a cost of your share for pizza. DesVinghts means 'twenties'. Lets roll some! I look forward to gaming with you. - Mike

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Reviews (6)

Proficiencies

Players say this GM is great at:

Teacher

Knows the Rules

Creativity

Spencer Tasso avatar

Spencer Tasso

Played 30 sessions

Mike is an excellent GM, super personable. It is obvious playing in his games that he really puts the time and effort in and truly enjoys what he does,

Chris avatar

Chris

Played 30 sessions

As a first-time DnD player, it's been a enjoyable experience playing with Mike. He's been flexible and helpful when I wasn't sure what options I had as a player. Mike was able to handle our group's mix of beginners and more experienced players with ease. I appreciate the lengths to which Mike has been building the story. He's very good at playing the characters we run into. He strikes a nice balance between immersive story telling and bits of humour. If you're going into your first DnD session, I suggest becoming familiar with the platform (roll20) and how to create a character ahead of time (charactermancer). If you can use the tools, Mike can help you learn the game without turning the session into DnD tech support (With that said, when I have gotten stuck, Mike's been more than happy to help).

Spaceman Spiff avatar

Spaceman Spiff

Played 23 sessions

I have played 5 sessions in the Savage tide campaign. Mike likes to create large detailed world that give players lots of options to explore. He does well developing the story and keeping plot intriguing and suspenseful. He is helpful in teaching new players the game and runs a organized session. I enjoy the sessions and heave fun playing with the group.

Gramaticus avatar

Gramaticus

Played 11 sessions

Great on voices, very flexible on rule of cool.

Ramy  avatar

Ramy

This has been my first introduction to the world of D&D and it's been a blast! As a new player going in blind I thought it was going to be quite daunting, but I can't thank Mike enough for how easy and seamless it's been. Really looking forward to seeing where this campaign takes our merry band!

Jon avatar

Jon

Great DM, very engaging, decent story teller is able to include the a “scary factor” to CoS. However, the DM is not very new player friendly and zero rule of cool here.

Character creation
Creating your character

Characters will be prompted to build a SECONDARY CHARACTER that they may, if they feel it to be strategically advantageous, to swap them out for their back up. Playable Races and Classes for The Savage Tide Races marked with a ^ are already in the party. Multiple ^'s denote multiple characters with the same race. There is also a party of auxiliaries shadowing the main party. They are marked with an X. Human X Human Variant X Elf (High, Dark, Wood, Sea^, Eladrin^, Shadar-Kai X) Dwarf (Hill, Mountain X) Halfling (Lightfoot^, Stoutheart) Gnome (Forest, Rock) Half-Orc^ Tiefling (no special lineages, base PHB version only) Dragonborn ^ Goblin Hobgoblin ^ Goliath Kenku ^ Lizardfolk X Tabaxi Triton^^ Aasimar Yuan-Ti^ Everything outside this list is not a valid choice. Playable Classes The Classes presented in the Player's Handbook, Xanathar's Guide to Everything and Tasha's Cauldron of everything are the only playable classes. Classes from other sources are not playable. One sole exception was allowed in the case of the Drakewarden. No other exceptions will be allowed. - Current Main Party - Arcane Trickster the Fathomless Gloom Stalker Circle of the Land Drakewarden - Current Backup Characters - Twilight Domain Path of the Zealot Armorer Order Domain College of Valor - Auxiliaries (NPC Heroes) - Champion Circle of Wildfire Path of the Beast Storm Sorcerer Scout The final part of Character creation will be a Q&A. I will do my best to answer any lore-related questions on the world you may have. I may have some questions about your character's backstory.

The current party

Spartren & Tarafein & Corus & *woodcreakingonaboat & Orin & Veros

What to expect
Preparing for the session

PLAYERS WILL NEED: A ROLL20 account A Discord account A good disposition

What DesVingths(Mike) brings to the table

THE FORMAT The game will be played on Roll 20 with some prepared maps, and some drawn in-game. For important dungeon crawls the maps will be prepared in advance. My compendiums include the PHB, MM, DMG, Tasha's and Xanathar's (with more on the way), but if you want to play something NOT in those books it can be discussed at Session 0. The group will communicate through Discord. MY OBJECTIVE My aim as a Dungeon Master will be to provide as immersive an experience as I can. I hope to instill in the players equal parts dare and dread, and through active listening, and my own experience as a GM, provide narrative that is both reactive and descriptive. STORY The story continues as our noble house retainers for the young noble, Lavinia Vanderboren pursue her wicked brother now acros the environs immediately outside and around Sasserine. As the reputation of the party grows, now allies and foes make themselves known, and a city in the throes of celebration becomes thrown into panic COMBAT Combat will be played fairly by the book, allowing for some room for circumstantial house rulings - somewhere between Action Movie Logic and the real-life density of anything metal - that's where we'll play. A brief guide and some house rules will be provided as a hand out. If you have a clever strategy that requires spells or abilities used in some sort of combo to achieve some sort of effect, please feel invited to run it by me. Please do not spring it on me. ROLEPLAY NPCs abound and present themselves fairly frequently, so don't feel you need to befriend every NPC shopkeeper you meet. That said (provided the party endures a teensy bit of railroading), a general REPUTATION score will be kept. If you have a clever downtime project that requires spells or abilities used in some sort of combo to achieve some sort of result, please feel invited to run it by me. Please do not spring it on me. THEME AND LANGUANGE Provided language is used in context, no speech is barred at my table, nor will anyone's roleplaying be censored or asked to be edited. For example, words like 'rabble', 'miscreant', and 'savage' or other nouns and adjectives that today might be considered insensitive or derogatory find appropriate use in the context of a medieval fantasy where the number one cause of death after animal mauling is pirate-scalping, and there are actual OTHER races - some that eat others. So try to keep language on point. I also try to run a game with as little swearing as possible.

Homebrew rules

1. Wide Scope for Ability Checks Ability checks are your canvas to add color to the game. I interpret them broadly to reflect your character’s unique approach, encouraging narrative flair over mechanical repetition. An Arcana check might let you sculpt a Shape Water griffon-ice cube with precision, not just cast a spell. A Religion check could guide your moral path through meditative clarity. An Athletics check might become a martial-arts throw, while a History check reveals if you packed a forgotten tool, tying your past to the present. This approach prevents “second bites at the apple”—if you fail a Perception check to spot an ambush, another player can’t just retry it. Instead, an Insight check might reveal the alley’s ambush potential by reading intent, or a Survival check could spot disturbed ground. Describe your intent - I’ll match it to a skill that fits. 2. Define Your Approach, Don’t Demand a Check To keep roleplay rich, avoid bluntly asking, “Can I make a [skill] check?” Instead, describe how your character acts—what they do, notice, or recall. A scholarly rogue might study a tomb’s trap as a mechanical puzzle (Investigation), while a streetwise thief sees it as a rival’s setup (Insight). I’ll determine the appropriate skill and difficulty based on your approach, ensuring results feel natural to your character’s world. Context matters. 3. The Freebie: Combat’s Narrative Spark Combat in the Dread Realms is tense, but quick thinking can turn the tide. Once per combat engagement, you may make one ability check (excluding tool proficiencies) as a Bonus Action instead of an Action—call it “the freebie.” This simulates narrative flair or sudden insight, like using Insight to read an enemy’s feint or Arcana to sense a magical trap mid-fight. It might cover something you or I overlooked, keeping the flow cinematic. After the freebie, any further ability checks in combat cost a full Action, reflecting the focus they demand. Tools (except thieves’ tools for locks or containers) are too deliberate for combat’s chaos—no crafting or tinkering mid-battle. 4. Diagonal Movement To keep movement and magic fair, we use a precise rule for diagonal travel, harkening to older traditions. On a grid, the first diagonal square counts as 5 ft., the second as 10 ft., the third as 5 ft., the fourth as 10 ft., and so on (alternating 5/10). Thus, moving six diagonal squares isn’t 30 ft.—it’s 45 ft. (5+10+5+10+5+10). This applies to both character movement and measuring spellcasting or effect ranges, preventing exploits like overextending reach or miscounting distances. 5. Not all Races or Classes are permitted. See Character Creation section.

Equipment needed to play

Computer

Internet

Microphone

Platforms used
Safety
How DesVingths(Mike) creates a safe table

IMPORTANT Rules lawyers or pro players chasing optimized builds may find the narrative focus less engaging—this game’s heart is in the thrills, not outsmarting the DM. GROUP CHARTER It is short and sweet, and it is simply to remain respectful of your fellow players. As the GM I will do my best to do so. I expect all the players at the table to likewise make the same effort for each other's enjoyment. Beyond that, I only hope you have fun, and maybe get a chuckle.

Content warnings
Alcohol Use
Blood
Cannibalism
Character Death
Classism
Death
Drowning
Execution
Fire
Gore
Guns
Hangings
Hostages
Illness
Insects
Kidnapping
Misogyny
Murder
Scars
Snakes
Spiders
Torture
Violence
Safety tools used

Frequently asked questions

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