Solynn Stalwarts-A High Seas Campaign of Ambition and Adventure
A humble coastal trading ship. A crew with everything to prove. An archipelago full of forgotten treasures, dangerous rivals, and unexplored horizons.
$25.00
/ Session
Details
Weekly / Tuesday - 10:00 PM UTC
Session Duration / 3–4 hours
Campaign Length / 25–35 Sessions
3 / 8 Seats Filled
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About the adventure
Your adventuring career begins aboard the Macrathey, a modest coastal trading vessel making regular runs between small settlements and the busy port of Gullshaven. It's honest, rarely dangerous work, and the crew has grown accustomed to the rhythms of the bay. But the next voyage won't be an ordinary one. A goblin corsair has set his sights on the ship and a piece of precious cargo that its captain seems unusually determined to protect. Before long, you'll find yourselves caught up in a world of competing captains, merchant houses, ancient ruins, and secrets buried beneath the waves. Over time, you can acquire new vessels, recruit officers and sailors, establish trade routes, explore distant islands, and build a fleet capable of making its presence felt across the archipelago. How you do that is up to you. Start off working on one ship. Finish with a fleet that can face any challenge.
Game style
Realm Building
Roleplay Heavy
Rule of Cool (RoC)
Sandbox / Open World
Theater of the Mind
Game themes
Meet the Game Master
4 years on StartPlaying
178 games hosted
Highly rated for: Storytelling, Beginner Friendly, Creativity
About me
Greetings! If you're looking for someone that has: - 25+ years of tabletop gaming experience - Intricate worldbuilding informed by academic study of political science, sociology, history, and philosophy - Published weird fiction and indie game projects - Focus on player-led decisions that have impact on the campaign world - No fear of letting the dice fall where they may ....then I'm your guy! Join my campaigns for experiences brimming with fleshed-out locales, memorable and complex antagonists, and homebrew and houserule tweaks that shake up the by-the-book status quo
View Profile →Character creation
Creating your character
Character creation will be done collaboratively as a group before or as part of the first session, and characters can be created and tracked however the player wishes. Stats will be determined using point-buy with the +2/+1 allocated bonus as described in XGtE. Certain ancestries will be unavailable as a part of the campaign's worldbuilding and history; of the core book ancestries these include dwarf, dragonborn, and tiefling.
We'll be doing any final character creation and Session Zero stuff, and depending how quick it all goes we probably will also get the ball rolling on the campaign proper!
What to expect
Preparing for the session
Players will need to join the Discord server we'll be using for voice and text chat to facilitate play. We'll also be using Owlbear Rodeo, a free browser-based VTT that is accessible by a link that will be provided. Owlbear Rodeo has a built-in dice roller but players can use whichever dice roller they prefer, or even real ones if they like. A link to a Syrinscape channel will also be provided for sound and music ambiance.
What F H brings to the table
I have a quarter-century of running tabletop games and have been homebrewing and constructions my own campaigns from the very start, always looking to design content that adapts the rules in a fair, flexible, and fun way. The rules are guardrails, not straightjackets, and finding inventive solutions to problems is not only preferred but encouraged! Worldbuilding, lore, and history always matter, but I make sure to drip-feed revelations and facts as players' characters uncover them. Instead of massive lore dumps and railroading players from one plot set piece to the next, players explore and learn about the setting and plot in ways that are relevant to THEIR interests and choices. That said, the party is not the only actor in the game world, and those actors will rationally attempt achieving their own goals as time passes, so getting distracted from important plot threads may come back to bite the party if they procrastinate or fail to address their rivals. This is a long-form nautical campaign taking characters from level 1 to level 11, with approximately 30 sessions of adventure. There is no predetermined plot progression path. Your decisions will shape your reputation, your relationships, your fleet, and the future of the region. Expect focus on domain-style, larger-scale planning and logistics as the party rises in level and the scope of the campaign grows. The characters can't be everywhere or do everything all at once, so it will be necessary to establish trade networks, maintain positive relationships with political and economic allies, and deal with threats and hindrances to their expanding influence. An extensive onboarding document with my general GM style and expectations can be found here: https://homebrewery.naturalcrit.com/share/qwk2_zyUMfTz
Homebrew rules
Universal house rules in my campaigns are listed in the onboarding document linked above. For this campaign specifically, additional domain management and ship/fleet statistics and combat rules are adapted from BECMI D&D.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How F H creates a safe table
I run a generally PG-13 campaign with the occasional dip into R. Not G or PG, and certainly not NC-17. If you're fine watching an action-based movie that isn't gratuitous in its content, you should be fine at my table. I expect everyone at the table to be respectful of others. If there is any specific content that a player objects to, they are welcome to tell me privately or bring it up at the first session so I can know to avoid including it. Further safety tools and conduct expectations are found in the onboarding document linked above.
Content warnings
Safety tools used


