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The Kraken’s Wake: Homebrew Nautical 5e Campaign | Levels 3–12 for party of 3-6

System:  D&D 5e Platform:  Roll20 for maps, character sheets, handouts, and play Voice:  Roll20 Schedule: Wednesdays @ 6PM Mountain Standard Time Session Length:  [3–4 hours] Starting Level:  3 Campaign Range:  Planned for levels 3–12 Start Date:  July 1st About the Campaign The sea is changing. Ships vanish from familiar waters. Storms gather without warning. Old island shrines wake beneath salt and coral. Sailors whisper that the ancient Kraken is stirring beneath the Maw, and every faction in the known sea has a different answer for what must be done. The Kraken’s Wake  is a homebrew nautical fantasy campaign for D&D 5e. The story begins with a simple merchant escort job and grows into a wide-ranging sea campaign full of island exploration, ship upgrades, faction politics, haunted wrecks, ancient ruins, sea monsters, strange omens, and hard choices. This is a campaign for players who want to name a ship, gather a crew, follow rumors across dangerous waters, and slowly uncover what is really happening beneath the waves. What to Expect This campaign will include: A player-owned ship that becomes your home, transport, reputation, and battlefield. Exploration across several “rings” of sea, with each region becoming stranger and more dangerous. A mix of roleplay, combat, investigation, travel, faction choices, and ship-based adventure. Pirates, smugglers, admirals, merchants, old temples, sea monsters, ghost stories, and forgotten lore. Choices that affect allies, enemies, routes, factions, and the final outcome of the campaign. The tone is nautical fantasy with mystery, myth, danger, and adventure. There may be eerie ocean imagery, undead sailors, cult activity, storms, and sea monsters. Character Ideas You do not need to play a pirate or sailor, but your character should have a reason to go to sea or a reason the sea has already affected their life. Possible character concepts include: A shipwreck survivor looking for answers. A smuggler with old routes and older debts. A naval officer caught between duty and doubt. A temple keeper preserving rites no one fully understands. A monster hunter chasing dangerous legends. A cartographer mapping waters that do not match the charts. A pearl diver, merchant heir, tide scholar, ex-pirate, castaway, storm prophet, or curious landsfolk drawn into the voyage. The most important thing is that your character can work with a crew and has a reason to care when the sea starts going wrong. Table Style I am looking for players who enjoy: Roleplay and character interaction. Following mysteries and piecing together clues. Exploring without needing only one “correct” path. Working together as a party. Treating the ship, crew, and world as important parts of the campaign. Making meaningful choices and living with the consequences. New and experienced players are both welcome. The goal is a friendly, respectful table where everyone gets a chance to contribute. Before play, we will discuss table expectations, comfort levels, lines and veils, and character creation. How to Apply Please reply with: Your name or preferred table name. Your pronouns, if you want to share them. Your timezone and availability. Your experience with D&D 5e and Roll20. A little about yourself. What parts of the campaign interest you most: sailing, mystery, exploration, faction politics, ship combat, ancient ruins, sea monsters, roleplay, or something else? Anything you need from a table to have a good time. Please only apply if you are genuinely interested in joining a Roll20 campaign and can reasonably make the listed schedule. Final Pitch The first job is simple. Escort the ship. Survive the voyage. Listen to the rumors. Watch the water. And remember: sailors tell many stories about the Kraken who waits below.
Yar har fiddle dee dee, this sounds great. Name: Haus EDT. Listed time comes out to 8 PM for me, so that works fine. A lot with both (had an older Roll20 account that I lost both the password and email to, RIP). I've not played 5e in some time so I might be a little rusty on some parts of it, but so long as 5etools is still working I should be good. All in all, I've got a little over a decade of experience. I'm 31, generally pretty simple and easy to please, and I'm into roleplay, characterization, and politicking in fictional worlds. I also love historical settings and vibes, and this sounds pretty much spot-on for that. Most interesting parts: Sailing, sea monsters, and roleplay. I'm also curious if you'll be breaking out 5e guns, cannons, and bombs, in which case I'd be extremely interested in combat too. Besides that, I've been a DM for what feels like forever, so this might be a nice opportunity for a change of pace too. All I need is a chill group, an interesting setting, and a DM who enjoys what they're doing, and I'm set.
My Wednesdays are full but wanted to share I thought it said Karen's wake and thought this would be a very different Champaign 
Murphy said: My Wednesdays are full but wanted to share I thought it said Karen's wake and thought this would be a very different Champaign  Write that down! Write that down!
Name: Krim Timezone: Mountain Time GMT-7, might need to take a 10-min break in the middle to have dinner Experience: Plenty with both DnD and Roll20 About me: Enthusiast of hokey occult history, lover of rainstorms, enjoyer of all things pickled. Campaign Interest: Love me some weird lore. Dead gods, ancient curses, landmasses that shouldn't exist. It's also always a treat to dig into the backstories of other characters - most of the time a game will end before I really get to know my party members, being too furtive with their background plots. What I need from a table: A little immersion goes a long, long way. I know some DMs who just plop your tokens down and say 'this is where you are' without so much as a real establishing description, and it definitely soured things. Same goes for players who can't take the tone seriously for even 15 minutes...