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[LFP] [D&D 5e Homebrew] [Paid] [$15 USD/Weekly Session Via Startplaying] Tides of Retribution, A swashbuckling adventure through Wildemount

1697920321

Edited 1701298483
Allow me to introduce myself… I’m Tim, aka Necrotic DM. Feel free to check out my profile on r20. Jump to the juice and just add me on Discord if you prefer Necrotic3677 I’ll give you a quick summary. I’m 29 and from USA/Florida (So you know its about to go down). I’ve been DMing since March 2013. I ran pathfinder for a while then moved onto 5e D&amp;D and have been readin' and brewin' ever since. The vast majority of my content is homebrew and unique to my game although I have borrowed from many sources over the years. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The Setting Wildemount is a setting originally created by Matthew Mercer as the setting for the second campaign of the hit series Critical Role. Though it’s just one continent in the larger world of Exandria, Wildemount is teeming with varied cultures, locales, peoples, and monsters. It is home to both avatars of evil and paragons of good, but it is defined by the common people who exist in between these two ideals. Set within the Menagerie Coast this will aim to be a swashbuckling adventure. There are two main factions in bitter conflict in this region, The Clovis Concord is a democratic nation that enforces law and order, and regulates commerce along the length of the coast. The nation is composed of eight independent city-states, each ruled by its own marquis, which operate as one union under the banner of the Clovis Concord. This arrangement ensures uniform laws, regulation of trade, and mutual protection between the city-states. These eight cities are Port Damali, Port Zoon, Gwardan, Tussoa, Othe, Feolinn, Nicodranas, and Brokenbank. The Revelry’s allies within the Clovis Concord will tell you that they turned to piracy because of the concord’s excessive taxes and unjust laws. Perhaps it began that way, but over time, a movement that began as public dissent turned to lawful protest, which then became violent action. Eventually, a union of disenfranchised salvage ships and trade vessels fought their way into the Dragshallow Reef and violently overthrew the small sanctuary port of Darktow. After establishing a lawless base of operations on the isle of Darktow, these pirates began stalking the well-known shipping routes of the Menagerie Coast to harry, intimidate, steal from, and destroy passing ships that flew under the concord’s banner. Calling themselves The Revelry, these “free folk of the sea” have now spent over forty years terrorizing the Lucidian Ocean. With loose morals and a twisted code of honor, they take what they want from less protected targets while living a life of debauchery in the well-guarded haven of Darktow. The Revelry lacks a uniform symbol, instead changing the colors and symbols of its banner regularly to avoid counterfeiting and infiltration. Using this we will create a campaign with a constantly evolving tone as the adventurers journey across the coast and even beyond. I’m open to anything from slapstick Monty python to hardcore intense RP. I’ve done it all. We play to have fun. Some people like fart jokes and shaving dwarves' beards while they are passed out, while others work against a magic shadow government who killed their parents. Expectations &nbsp; I run open, sandbox, player-centered original content games. The "main" story in the Menagerie coast is war against piracy, stirring ancient gods and the war of ash and light in the north. But these are elements the players must choose to engage with and I let the players write their own tales. I aim to make the most dramatic things happen but the dice and the players' actions are the final arbiters. I make most of my own maps and I can make custom tokens for each player. I detail my loot with the players in mind. I roll randomly but I like juicy custom rewards. Rates &nbsp; Most games will be $15 (minimum) per session but games with fewer players (less than 4), longer games (4+ hours), $7 per hour&nbsp; (with a group of 3) &nbsp; of gameplay $5 per hour&nbsp; (with a group of 4+) &nbsp; of gameplay Payment is made via Startplaying. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements. Getting Started Before you contact me make sure: You are 18 or over. You’re willing to play D&amp;D for 3+ hours a week. You own a microphone of decent quality. You have Discord account. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Available Games &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Early Bird Special The first two players to join a campaign receive a 50% discount on the first session! Tuesday Game <a href="https://app.roll20.net/lfg/listing/383801/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-tue" rel="nofollow">https://app.roll20.net/lfg/listing/383801/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-tue</a> Wednesday Game <a href="https://app.roll20.net/lfg/listing/383890/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-w" rel="nofollow">https://app.roll20.net/lfg/listing/383890/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-w</a> Thursday Game <a href="https://app.roll20.net/lfg/listing/383891/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-th" rel="nofollow">https://app.roll20.net/lfg/listing/383891/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-th</a> Friday Game <a href="https://app.roll20.net/campaigns/details/16155416/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-f" rel="nofollow">https://app.roll20.net/campaigns/details/16155416/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-f</a> Saturday Game <a href="https://app.roll20.net/lfg/listing/383893/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-sat" rel="nofollow">https://app.roll20.net/lfg/listing/383893/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-sat</a> Sunday Game <a href="https://app.roll20.net/lfg/listing/383894/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-sun" rel="nofollow">https://app.roll20.net/lfg/listing/383894/tides-of-retribution-a-swashbuckling-adventure-in-wildemount-sun</a>
Heroic Chronicle The heroic chronicle is a system that allows players and Dungeon Masters to work together to build a compelling character story. It even allows characters to gain additional proficiencies, magic items, spells, or feats before the campaign begins.&nbsp; A player who already has a character concept in mind can choose options from the tables instead of rolling randomly, ignoring anything that doesn’t fit their character concept. If you’re a player using these tables, don’t be surprised if creating a backstory inspires you to change some aspect of your character concept. Let this tool inspire your imagination rather than limit it.
The War of Ash and Light The war is only as important as we make it. If we place either the battles of the war or their consequences front and center, the war will be of chief concern to the players. If we keep the war and its consequences distant, then the characters will be free to interact with or ignore the war as they see fit. With a little bit of creative tweaking of the setting, we could create a Wildemount campaign where the war has been called off or never even happened!
Clovis Concord Open shipping lanes and inviting tropical scenery have made the domain of the Clovis Concord a cultural melting pot and a popular place to live or visit. Knowing this, the respective marquises uphold a long tradition of welcoming all weary travelers and providing an atmosphere of color and delight. If there is gold to be spent, the concord is eager for you to spend it within their cities. Between the venues for entertainment and vice, and the ample business opportunities, the concord hopes to convince those with wealth to spend it here, outside the gates of the Dwendalian Empire. Internally, each marquis of the Clovis Concord keeps a tight grip on the shipping and trade that comes though their cities, overseeing all guilds that organize imports and exports and managing a handful of guildmasters that form the backbone of local commerce. When a marquis dies or is impeached by the other members of the concord, the remaining members choose a successor.
The Plank King The Revelry is governed by a collective of captains, all of whom defer to the final word of the Plank King, a capricious monarch who never leaves Darktow. The original Plank King, Hunnis Breeah, ruled for twenty-five years before a goliath named Wyatt Maranoss challenged him for his increasingly lackadaisical attitude — and won. Now Breeah is dead, and Wyatt claims the title of Plank King.
The Myriad Any civilized society will turn the people it has failed into criminals, and the societies of Wildemount are no exception. The continent’s largest criminal organization took shape about eighty years ago, when a shipping company in the Dwendalian city of Yrrosa turned to smuggling contraband to make ends meet. This tightknit group of clever smugglers soon began to bargain with their competitors, employing blackmail and offering membership to their organization as an alternative to elimination. The syndicate grew with alarming speed, infiltrating the criminal underbelly of every major city in Western Wynandir. Masquerading as purveyors of antiquities and foreign textiles, the Myriad focuses on providing their clients with exotic goods, such as illicit substances and magical beasts, or supplying hired muscle to intimidate their clients’ rivals. The worst of the Myriad even deal in human merchandise.
The Diarchy of Uthodurn When the elven city of Molaesmyr unearthed a terrible curse that ruined the Savalirwood, many survivors fled to the north. They endured the blizzards and dangers of the Flotket Alps, clinging to the hope that the withdrawn dwarves of Uthodurn would find enough mercy to aid them. Though many perished in the harsh elements, the elven refugees finally located the iron doors of the subterranean stronghold and requested asylum. It was with only mild hesitation that the dwarves accepted their desperate guests, taking them into the warm halls of their city and giving them a place to stay.
The Dwendalian Empire The Dwendalian Empire has reigned over Western Wynandir for over twelve generations. Imperial rule is maintained through its powerful military, its policy of religious restriction, and the support of the secretive Cerberus Assembly. Though these institutions nominally exist to ensure the safety of the populace from foreign threats, terrible dangers that wander the wilds, and lingering evils that seep from the scars of the Calamity, they also allow the empire to maintain strict social order within its territories.
Kryn Dynasty The Kryn Dynasty rules the northern wastes of Xhorhas, and has only revealed itself to the wider world within the past century. Centered around — and under — the ruins of Ghor Dranas in Eastern Wynandir, the dynasty governs many townships and small villages where the Kryn have helped establish a modicum of civilized living among the nomadic wastefolk. They believe that beings not yet beyond redemption can be turned to the light of the Luxon, and often struggle with the unruly denizens of the wastes, hoping to gain converts to their cause and faith. Those that do accept the dynasty often do so because they seek protection from the dregs of the Calamity that wander the wastes, as well as the scouts of the Dwendalian Empire.