Call of the Deep: A Dungeons & Dragons 5E Actual Play Podcast

We get to know a little bit more about our new party member Sorrin and we get some world shattering knowledge that sets our party up for their next quest...

Show Notes

Call of the Deep Cast

Dungeon Master
Mikey

Cast
Amador as Corvus, Goblin Arcane Archer
Dakota as Sorrin, Aarakocra Monk
Kilt as Cold, Vedalkin Sorcerer
JC as Tydak, Dragonborn Sighter (Sorcerer/Fighter)
John C. as Fila, Human Rogue
Jon L. as Hugh, Simic Hybrid Druid
Josh L. as Ferren, Dwarf Ranger
Josh M. as Dharak, Aasimar Paladin
Wes D. Jr. as Amino Acid, Tiefling Warlock

What is Call of the Deep: A Dungeons & Dragons 5E Actual Play Podcast?

The Sword Coast is where the continent of Faerûn meets the Sea of Swords in the west. This coastline is populated by a wealth of different folk from the Savage Frontier in the north down to the nation of Amn in the south. The settlements on the coast and the Island Kingdoms of the Sea of Swords and Trackless Sea are the primary settings of this campaign, but other inland locations may feature more prominently during your playthrough. For additional information on these locations, consult the Sword Coast Adventurer’s Guide.

The coastline itself is perilous and changeable. In the north is the Sea of Moving Ice, filled with great bergs that shatter the hulls of unwary ships. Further south lies calmer waters and friendly ports and cities, such as Neverwinter, Waterdeep, and Baldur’s Gate. Despite the existence of these havens, Red Rocks isn’t the only thing that will sink your vessel. Pirates from Luskan and The Northlander Isles roam the coast, targeting merchant galleys and bullying fishing boats. The seas too are cruel, harbouring hideous monsters, tempestuous squalls and unseen horrors in their depths.

Many strange forces have threatened the Sword Coast in recent years, from marauding giants to a death curse, the Cult of Elemental Evil and Tiamat herself. Brave heroes have managed to restore peace to the region each time, but this new threat may be the breaking point. Something distinctly alien has crash-landed in Faerûn. Something which the Material Plane is not equipped to deal with.