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[LFP] [D&D 5E] [$20 Per Session] [Nautical/Pirate themed Home Brew] [Long Campaign] [Weekly Tuesday 7pm EST] The Vermillion Isles – Session 0 Starts January 2nd 2024

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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 Video Tourist Guide to the Isles (PDF) Single Page PDF Game Time Tuesday, 7PM EST – 2 Seats Left! sign up via Startplaying sign up via Roll20 ABOUT THE DM Over 20 years of Game Mastering I specialize in creating deeply immersive gameplay experiences. I craft extensive campaigns that unfold over a year or two, guiding players from humble beginnings to epic heroes. Our weekly sessions, lasting 3 to 4 hours, offer a consistent journey through a richly developed home-brewed world. Prioritizing storytelling and roleplay, I aim to balance challenge and enjoyment for all players. Progression in the game is marked by milestones rather than experience points, allowing for negotiation, strategic planning, and engaging combat encounters at your own pace. We embrace the "Rule of Cool" to enhance the game's enjoyment. I design custom maps, handouts, spells, races, subclasses, and magical items to elevate the experience and theme of the world. Our sessions are lively and immersive and utilize dynamic lighting, sound effects, music, atmospheric enhancements, and playful voice alterations. Players can access the Vermillion Isles Legend Keeper Wiki, a central hub for all world-related information and our collective adventures. Roll20 Profile Startplay Profile Other Games With Openings Mondays, 7PM EST – 1 Seat Left! sign up via Startplaying sign up via Roll20 Wednesday, 7PM EST – 2 Seat Left! sign up via Startplaying sign up via Roll20 New Games Starting in February Friday, 2PM EST – Session 0 starts February 16th - 5 seats left! sign up via Startplaying sign up via Roll20 Saturday, 2PM EST – Session 0 starts February 24th - 5 seats left! sign up via Startplaying sign up via Roll20 Sunday, 11PM EST – Session 0 starts February 18th - 5 seats left! sign up via Startplaying sign up via Roll20 Payment Session 0: Free Session 1: Free Character Backstory One-on-One: Free Weekly Subscription: $20/week via  startplaying This game will require payment to the Game Master at a rate of $20 per week payed via  startplaying . Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.
Join us for a captivating journey with both a  free Session 0 and Session 1 . Get ready for an immersive role-playing experience that will transport you to incredible realms of storytelling and adventure. We enthusiastically welcome both  newcomers  and  seasoned players  alike to embark on this epic quest. Whether you're taking your first steps into the world of tabletop role-playing or you're a seasoned adventurer, there's a place for you in this exciting narrative!
Yar me maties, less than 1 week before we set sail!
Yar me maties, only 4 more seats be left!
Free Session 0 Starts tonight! Come join us!
3 Seats Left! Join the Crew!
Ye be 2 spots left to join ye crew!
2 seats left! Come join the crew!
After conversing with Dehra Ironskin, the curator of the Museum of Arcane Grandeur and Interplanar Cultures, the adventurers faced an unexpected abyssal chicken assault in the bustling Black Tooth Market of Port Pherali. Following the successful resolution of this fowl menace, the crew embarked on the Huntress of the Deep, a regional whaling ship, to investigate the mysterious ailment affecting the near by fishing town of Port Artiria. Join the crew on this daring journey!
Avast, me hearties! Hoist the sails and come aboard, for there be only 2 seats left in yer crew! Avast, me hearties! After a fierce hunt for steamback whales aboard the Huntress of the Deep, we've finally made port in Port Artiria to probe the mysterious ailment plaguing this here fishing town. The dock master's cautioned us to anchor the Huntress beyond the port's reach, citing strange occurrences. He's bid us report to the sheriff once we've found lodging.
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Upon conversin' with Mayor Ironskin and his wife Mary, the crew learned of more souls gone missin'. They then chatted with a local lad, who be the sheriff's prime suspect. After a bit o' sleuthin', they found out the vanishin' and ailment be tied to an ancient cult that's arisen anew. Another band o' adventurers known as the Mergarth Marauders, also investigatin' the disappearances, were ambushed on the main road by cultists. Now, the crew has a scheme to sneak into the cult's lair, unearth the ringleaders, and reveal their sinister motives. May the winds be in their favour as they set sail on this perilous quest! Join the crew, me hearties, and be part of the adventure! 2 seats left!