Blood Sea The Crimson Abyss (5e)
Blood Sea The Crimson Abyss (5e)
FOR 5E ROLEPLAYING
Credits Special Thanks
Writer: Celeste Conowitch Matt, Eddy, and Rich for the opportunity to play in such
an amazing world.
Developer: Travis Legge M.T. Black, for the guidance, confidence, and support.
Editor: Dixie Cochran
Cartography: Ed Bourelle
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2 Blood Sea: the Crimson Abyss
Chapter One: A Pirate’s Life 4 Rangers 11
Pirate Life 4 Rogues 11
Life at Sea 5 Sorcerers 11
Life on Land 5 Warlocks 12
Bloodport 5 Wizards 12
The Rich Rewards 5 Adventures on the Blood Sea 12
Pirates and Their Ilk 6 Low-Level Adventures 12
Privateers 6 Medium-Level Adventures 12
Searovers 6 High-Level Adventures 12
Slavers 7 Class Options 13
Officers and Crew 7 Druid Circle:
Captain 7 Circle of the Beastmaker 13
First Mate 7 Sorcerous Origin: Illtrawler 14
Quartermaster 7 Sorcerous Origin: Sea Witch 15
Boatswain 8 Warlock Patron: Seaborn 16
Mate 8 Chapter Three: Notorious Pirates 18
Spellcaster 8 Empire of the Sea 18
Chapter Two: Notable Personages 19
Character Classes on the Sea 9 The Splintered Skull 19
Character Classes 9 Notable Personages 20
Barbarian 9 Cerdenal’s Lot (The Night Takers) 20
Bards 9 Notable Personages 21
Clerics 10 League of Hydros 21
Druids 10 Notable Personages 21
The Crimson Tide 22
Fighters 11
Notable Personages 23
Monks 11
Japhinian Dynasts 23
Paladins 11
Notable Personages 23
Table of Contents 3
Chapter One: A Pirate’s Life
D anger is found not only below the waters but also sailing
upon them. Adventure, too, takes voyage under the flags
of pirates and privateers. Few locales in the Scarred Lands
monsoon, a soldier may seek to escape the endless Calastian
campaigns, or a Redeemed may find themselves exiled from
their village due to unwarranted suspicion. Any of these is
can boast more cutthroats and scurvy dogs than the Blood enough reason for a person with the right knowledge and
Sea. Herein is background on these foolhardy adventurers opportunity to become a pirate.
who ply a most risky trade. One also gains freedom in being a pirate. On land,
an individual is beholden to the laws and rulers of their
Pirate Life homelands, which may prove historically oppressive or
unfair. Piracy promises many a better life, the chance to
M any reasons exist why a person might choose the leave country behind and become independent.
life of a pirate, but most revolve around three Many crews choose their captains, preferring to have a say
elements: wealth, freedom, and adventure. Above all else in their own futures.
is the promise of treasure. A successful pirate can amass a Finally, some seek to escape the drudgery of an ordinary
breathtaking amount of riches in their lifetime. Average folk life by taking up piracy. Youth who grew up in small villages
may find themselves drawn to piracy out of desperation: A raised on tales of adventure may find themselves at port.
fisherman may be forced into smuggling and piracy if their Bards seeking inspiration for new ballads take to the waters,
catch has become tainted, an enlisted seaman in a country’s and thrill seekers yearn for the ultimate risk by roaming the
navy may find themselves out of work in wake of a seaborn Blood Sea.
Life on Land
A fter successful plundering, a pirate crew needs to return
to a safe port. On occasion the ship must be refitted,
the rigging mended, and the hull scraped of barnacles,
their salt carries a story of drunken debauchery from an
evening spent at Bloodport.
The town offers safety from authorities as well as access to
especially in the Blood Sea, where letting such a task wait markets where anything can be bought and sold.
can be deadly. Fresh water and foodstuffs need to be either Settlements like Bloodport serve as the beginning to many
found or purchased. However, pirates long at sea mostly adventures upon the Blood Sea, as well as journey’s end.
look forward coming ashore to spend their loot and carouse.
Taverns, brothels, and gambling dens flourish with activity
when a crew lands at port. Local port merchants can expect
to profit on the sudden wealth a pirate crew can bring, and
The Rich Rewards
often raise their prices for the occasion; locals are wise to
avoid such establishments until the feisty sailors leave. T he wealth that can be gained through piracy is staggering
and can be counted not only in pieces of precious metal,
but in jewelry and precious stones, though frequently the
As the industry of piracy booms, settlements specially
catered to their trade have sprung up across the Blood Sea. booty from looted merchant ships might be fine linens and
Tucked away on remote islands and archipelagos, these ports clothes, rare spices, dyes, foodstuffs, liquor, art objects, and
thrive off the gold brought them by crews who wish to avoid even alchemical equipment. Because the type of goods a ship
the laws of large coastal settlements. might carry varies widely by merchant house and country
of origin, many pirates are picky when deciding whether
Bloodport or not to attack a vessel, as they figure out if the booty is
Perhaps the most infamous of pirate port locales is the worth the risk and damage of battle. A good captain quickly
settlement of Bloodport, located at the base of a semi-dormant becomes familiar with their prey and establishes a network of
volcano in the Heartsblood Archipelago. Every sailor worth informants to keep tabs on what a targeted ship might bear.
Privateers
Not all pirates are outlaws. A privateer is a pirate who by
commission (often a document called a letter of marque)
from a kingdom is authorized to seize or destroy the merchant
vessels of another nation. In the Scarred Lands, Calastia
issues the most commissions to privateers, though nearly
every sizable nation or city-state has one or two privateer
ships working for it. The rationale is to weaken the enemy
by interrupting shipping routes.
This “legitimatized” piracy is not without its risks, as any
privateer captured by an enemy nation could be charged and
prosecuted for piracy. However, the gains are also significant.
While the sponsoring government is entitled to the lion’s
share of any plunder, the privateer and their crew are better
equipped than most pirates and are still given a share in the
loot. Privateers are often charged with tracking down and
defeating unaligned pirate vessels. Because of this, anyone
sailing under a letter of marque suffers disadvantage on
Persuasion checks while interacting with other pirates and
those who base their livelihood on their trade. Privateers
are rarely a welcome sight in popular port towns.
Searovers
While most pirates seek wealth and adventure on the open
seas, a small few take more delight in chasing ships like prey
intent on slaughter. The treasures they seek are the cries of
pain and fear as they strike down any who stand in their
sights, be they merchant vessels, ships of war from other
nations, or even other pirate crews. These lot are referred to
as “searovers” and are universally despised. The surest way
to insult a respectful pirate or privateer is to accuse them
of being a “‘rover.” It is not uncommon to find titanspawn
races aboard these vessels such as bugbears, sutak, and other
general outcasts. These odd bands are bound by a love of
bloodshed and rarely mutiny unless the captain proves
themself too weak to keep them in hand.
I f the players are beginning the campaign with new characters, representative in combat.
the GM and players should take into account the effects of Bards
character class as featured below. These guidelines can help A bard aboard any sailing vessel can be a phenomenal
the party build characters who play to their class strengths or crewmember. The wide array of skills a bard possess can help
go against type, whichever enriches the campaign. decipher maps, call upon legendary lore, or inspire a crew.
Barbarian Their skills at gathering information and carousing while in
port can secure information about which ships to target or
It is not uncommon to find barbarians among pirate crews.
islands to scour for treasure. Days and nights aboard a ship
Many searovers are barbarians, though few ever develop
Ship as Source
At 14th level, you may reduce the cost of sorcery
points required to create a spell slot.
While casting on the deck of your
bonded ship all spell slot level costs
are reduced by 1 sorcery point.
All Aboard
Beginning at 18th level, you can return to
your bonded ship as per the teleportation circle
spell once per long rest. The bonded ship is
considered to have a permanent teleportation
circle for this purpose. This does not cost a
spell slot to perform.
Warlock Patron: Seaborn
The first seaborn were merfolk who
devoted their lives to the service of
Manawe. As people from the surface
world began exploring the goddess’
watery realm using their wooden
ships, the merfolk spread the faith
of the Mother of Oceans to sailors
and explorers.
Seaborn remain rare to most of
the Scarred Lands, as they concern
themselves with the world’s seas rather
than the masses of land. They involve
themselves in politics only when it
affects the waters: naval wars and
blockades, magical and unnatural
accidents and incidents (such as
the Blood Monsoon), and the
thwarting of piracy. A seaborn
is blessed by Manawe with
abilities that allow them to
act both above and below the
waves. Like the goddess, these
individuals understand that many
SPELL LEVEL SPELLS Manawe herself embodies the capricious of the ocean;
one moment she can be generous and ensure bountiful
1st Level fog cloud, thunderwave catch, the next malevolent and drown those who dare
2nd Level gust of wind, locate animals or plants cross her waters. The goddess may extend powers to
those worshippers who seek to fight unnatural corruption
3rd Level call lightning, sleet storm
in her oceans.
4th Level control water, freedom of movement
5th Level commune with nature, conjure elemental
Japhinian Dynasts
and steal new supplies and set sail soon after.
Notable Personages
Formal Name: The Japhinian Dynasty Dumidian Fenn, Patriarch of the Japhinian Dynasts
Base of Operations: The Fortune (half-orc veteran, NE )
Area of Influence: The Toe Islands, Plains of Lede Fenn commands attention wherever he goes. His wide girth
has led many to believe he is a devotee of Gaurak, but Fenn’s
Leader: Dumidian Fenn, Patriarch of the Japhinian Dynasts allegiance is only to himself and the Dynasts. He considers
the powers of gods and titans to be like the elements: useful
Dominant Population: Half-orc, orc, human
tools in acquiring personal gain, ones that should be used
Primary Alignment: Neutral evil, lawful evil. Most only by those smart enough to avoid drowning in them.
have a code of ethics that rewards familial piety (loyalty Fenn is in his 70s, having inherited his position many years
to family and father, both blood and Patriarch) above all
else. ago when his uncle was slain trying to use a slarecian device
discovered in a shipwreck’s remains. Fenn is far more cautious
Signs and Symbols: An old rune used by the ancient than his predecessor. Any who wish to meet the Patriarch face
dynasty. Beneath the rune is often a secondary mark to face must brave the dangers of the Blood Sea to do so. Once
that each sea captain adds. Some examples of these
secondary markings include a skull, a curved sword, or a in his company, guests find Fenn most hospitable. Rumor has
drop of blood. it that Telos Asuras has graced Fenn’s villa twice, two equal
worshippers of avarice enjoying conversation and mocking
Vessels: 18 cutters, the Fortune (a refitted yacht) the whimsies of youth. But beneath the congenial exterior is a
Allies: Scattered orc tribes, independent sorcerers and temper that is fearful to see. Woe to any who anger the Patriarch,
wizards, paying clients. for his reach is longer than most and few can outrun his wrath.
When not at his villa in the Toe Islands, Fenn can be
Enemies: Merchant houses, the Church of Manawe.
found sailing on the Fortune, a refitted and well-armed yacht
The half-orcs of the Japhinian Dynasty comprise a criminal from Shelzar that is pulled on gold chains by two charmed,
organization that threatens trade and prosperity well past the shores Blood-Sea-mutated dire sharks.
SL011