The Savage Tide | Ch1 There is No Honor | Sunday@ 7 pm EST | $10

The Savage Tide | Ch1 There is No Honor | Sunday@ 7 pm EST | $10

In Sasserine, reclaim a noble’s ship, fight undead pirates, cross daggers with thieves, and forge your legend in this thrilling adventure!

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
3 NEEDED TO START
$10.00

/ Session

Details

Weekly / Monday - 12:00 AM UTC

Session Duration / 3.5–4.5 hours

0 / 6 Seats Filled

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This game will begin once 3 players have joined
About the adventure

Herein is wove a tale fraught with adventure, combat, mystery and all manner of opportunities for swashbuckling daring-do, spanning oceans and the very planes of existence. The players with cross daggers with thieves, elude ravenous fiends, battle pirates on the high seas, and delve into the darkest depths beyond imagining. What wonders will you seek? What nightmares await your trespass? "There Is No Honor" is the first chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures that appeared in Dungeon Magazine's issues #139 to #150 under PAIZO Publishing. This game is an experimental rework for 5E D&D. "There is No Honor" will take players from 2nd to 5th level. In this first chapter, the new party will battle exotic adversaries, explore the port city of Sasserine, and confront a sinister guild of thieves on the cusp of unleashing a murderous coup. In later tales, the party will graduate from local heroes acting as house retainers for a noble patron, to intrepid adventurers exploring the mysteries of the Shrouded Sea. These discoveries will bring them into active opposition with fiendish forces intent on reaving the material plane. With time and patience, the hunted will become the hunters and the party, in the apex of their power sail into the uncharted waters of the Abyssal Seas in order to prevent the prophesized Savage Tide.

Game style

Rule of Cool (RoC)

Organized Play

Game themes

Meet the Game Master

3 years on StartPlaying

57 games hosted

Highly rated for: Teacher, Knows the Rules, Creativity

Average response time: 1 hour

Response rate: 100%

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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Character creation

Creating your character

The first Chapter of this campaign, "There Is No Honor" will take players from level 2 to 5. Subsequent chapters may have a cost going forward. 1) PRE-BUILD Character creation will start with a general discussion on what role players may be interested in filling. It would be a good idea to come with a second and third choice just in case there is a synergy issue. A homebrew map will be provided to offer racial or cultural suggestions to fine tune a character's background. Players should aim to build characters that feel authentic - inexperienced adventurers, early into their new careers. NOTE - Some races may be restricted as they are unsuitable due to unfeasible regional displacement or incompatible environment issues (ex. centaur), possess existential or instinctual opposition or aggression to the valid player races (ex. duergar - not drow though, they're actually not evil here), or don't exist on Ulterras (ex. insert custom race here). DM's veto. PLAYABLE RACES and CLASSES: Not every race is native to Ulterras, nor is every class valid. RACES: Human Human Variant Elf (High, Dark, Wood, Sea, Eladrin, Shadar-Kai) [The Elven Belt] Dwarf (Hill, Mountain) [Ixce][Crezin Freedales] Halfling (Lightfoot, Stoutheart) [Starfields, Isan] Gnome (Forest, Rock) - [Eldenmoor] Half-Orc [Ahk Morazz] Tiefling (no special lineages, base PHB version only) [Argentis] Dragonborn - [Draakenhame] Goblin - [Ahk Morazz, Crezin Freedales] Hobgoblin - [Ahk Morazz] Goliath - [Valkyra] Kenku [Draakenhame, Crezin Freeedales, Rokuma] Lizardfolk - [Verdanzan Jungles] Tabaxi [Crezin Freedales, Verdanzan Jungles] Aasimar - [Argentis] Yuan-Ti - [Auricia] [Verdanzan Jungles] Classes are restricted to the ones outlined in the Player's Handbook 5e, Xanathar's Guide to Everything, and Tasha's Guide to Everything. Other sourcebooks are prohibited. 2) BUILDING HEROES Our heroes will begin at Level 2. Using Charctermancer on ROLL20 each character will be built sequentially, starting at level 1. The Player's Handbook will be consulted frequently during this process. Each player's ability scores will be calculated and recorded to ensure the proper point buy and application of racial bonuses. Human Variant is a playable option. This is most important as the cumulative bonuses are derived primarily from these scores. Players who intend to chose classes with spell or ability options should prepare some preferences, but if you are at a loss, suggestions can be provided. The second level will be applied in Charactermancer, then transferred over to the player. 3) TEST DRIVE Once the team is put together, we will test token functionality on Roll 20 as well as general rolling. We'll try to develop some systems for quick rolls and private communication. 4) Q&A 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.

What to expect

Preparing for the session

PLAYERS WILL NEED: A ROLL20 account A Discord account SUGGESTED MATERIAL: The Dungeons and Dragons 5th Edition Player's Handbook An open writing pad for note taking INSPIRATION: High adventure and dire foes are the general themes. Sasserine is a crossroads, though, so players should not feel restricted. To get a general idea of what came to MY mind when reading the adventure, below are a few media examples of what it evoked. Pirates of the Caribbean The Princess Bride Swords and Deviltry The Farseer Series Treasure Island Cutthroat Island Black Sails The Three Musketeers Jurassic Park King Kong Land of the Lost You get the idea. 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.

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. This will be my first attempt at running a game over the internets, so there may be some periodic issues with ROLL 20. Hopefully the serious issues will be dealt with by the end of Session 0. 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 Savage Tide" opens in the port city of Sasserine, a growing nexus on the Eastern Crezin coast, on the homebrewed world of Ulterras, One of it's minor nobles has sent agents to find individuals capable of helping her in this dire time. The Savage Tide was the third Adventure Path for the Dungeons & Dragons role-playing game, published over twelve installments from October 2006 through September 2007 in Dungeon magazine by Paizo. I've reworked it in places I felt appropriate for 5e. 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. And that's it. Looking forward to playing with you!

Homebrew rules

DM CALLS FOR ROLLS: The DM calls for skill checks to reflect challenges. Players describe actions, but the DM decides when and what rolls are needed - the finer points are subject to debate, but player-initiated checks are invalid. THE FREEBIE Once per battle a single character may make a FREE skill check at no cost to their action economy. These are normally limited to knowledge, social or perception based and are subject to DM veto. Skill checks involving kits or tools are too deliberate and cannot be used as the freebie. At the DM's discretion, they may offer skill checks as either a Free or Bonus action depending on the circumstances. QUAFFING A POTION: Potions are more alchemical than magical and are basically gross-tasting medicine. A player may use BONUS ACTION to drink a potion instead of a regular ACTION but must pass a successful CONSTITUION SAVE (DC determined by the DM based on the potion strength and origin) or receive no healing. If a player drinks two potion in the same round (Action + quaffing as a bonus action) the CON save is made with DISADVANTAGE. Rearranging the sequence (Bonus Action Quaff then Action Drink Potion) prompts TWO saving throws - one regular and one at disadvantage. This applies to potions, balms, unguents, inhalants and syringes.

Equipment needed to play

Computer

Headphones

Internet

Microphone

Webcam

Safety

How DesVingths(Mike) creates a safe table

Herein is woven a tale fraught with adventure, combat, mystery and all manner of opportunities for swashbuckling daring-do, spanning oceans and the very planes of existence. The players with cross daggers with thieves, elude ravenous fiends, battle pirates on the high seas, and delve into the darkest depths beyond imagining. What wonders will you seek? What nightmares await your trespass? THE SAVAGE TIDE is an ambitious campaign with a decidedly swash-buckley feel throughout the game. The party will graduate from local heroes acting as house retainers for a noble patron, to intrepid adventurers exploring the mysteries of the Shrouded Sea. These discoveries will bring them into active opposition with mortal pirates and fiendish forces intent on reaving the material plane. With time and patience, the hunted will become the hunters and the party, in the apex of their power sail into the uncharted waters of the Abyssal Seas in order to prevent the Savage Tide. The Savage Tide Adventure Path debuts as a new band of heroes confronts exotic monsters, undead pirates, and a sinister guild of thieves on the cusp of unleashing a murderous coup. "There Is No Honor" is the first chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures that appeared in Dungeon Magazine's issues #139 to #150 under PAIZO Publishing. This game is an experimental rework for 5E D&D.

Content warnings

Safety tools used

Frequently asked questions