The Price of Safe Passage: a Daggerheart Pirate adventure

The Price of Safe Passage: a Daggerheart Pirate adventure

A hard voyage across land and sea, carrying the power that could mend a fractured world... if you can get it there in time.

TYPE

Campaign

LEVELS

1–7

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
3 NEEDED TO START
$20.00

/ Session

Details

Play by Post (Asynchronous)

Billed Weekly / Sunday - 2:00 AM UTC

Session Duration / 1–2 hours

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

Something in the world has started to fail. Not loudly. Not all at once. It shows up in wrong tides, in roads that stretch longer than they should, in weather that lingers past reason. Sailors notice first. Then the ports. Then the land beyond them. This campaign is about getting something important from where it is to where it needs to be. It isn’t prophecy, and it isn’t a clean solution. It’s a responsibility that has landed in your hands, whether you asked for it or not. What you’re carrying matters. Where you’re taking it matters. And the journey itself will decide what it’s willing to give back. This is heroic fantasy, but it isn’t comfortable. Progress is earned. Delay has consequences. Sometimes the right choice costs you ground you can’t afford to lose. What the Game Is Like This is a written, play-by-post campaign focused on endurance, pressure, and consequence. We play in theater of the mind: no grids, no maps to solve, no expectation of perfect plans. You’ll move through open sea, port towns, and dangerous stretches of land. Some threats are monsters. Others are distance, weather, damage, or time itself. Combat happens, but it isn’t constant or decorative. When violence arrives, it’s fast, messy, and tied directly to what’s at stake. The story moves because of the choices you make under pressure, not because you “solve” a plot. Tone and Stakes I’m interested in stories where heroism looks like persistence rather than dominance. Power is useful here, but never clean. Success doesn’t erase what it costs to achieve. Aftermath matters. We don’t rush past loss, damage, or doubt to get to the next scene. Hope exists, and it matters, but it has to survive the road the same way you do. Large conflicts may occur. When they do, they’re grounded in personal stakes rather than spectacle. How I Run the Game I write grounded, sensory scenes and then give players room to act. I linger when something matters and cut away when momentum matters more. I don’t protect outcomes or run prewritten plots. I prepare situations under pressure and let the story emerge from how you respond. Failure doesn’t stop the game; it changes what comes next. Rules support the fiction. I favor clear rulings, consistency, and intent over technical edge cases. I challenge characters, not players. Content and Fit This game treats violence and cruelty seriously when the story demands it. I don’t sanitize the world, but I also don’t linger on darkness for shock value. We’ll set boundaries up front and respect them without debate. This game is a good fit if you enjoy: written roleplay and character voice uncertainty and hard choices journeys where the road matters as much as the destination It’s probably not a fit if you want tactical grid combat, low pressure play, or guaranteed success. If you’re looking for a campaign where survival doesn’t automatically mean victory, and where getting there explains why it matters... Welcome aboard.

Game style

Combat Heavy

Play By Post

Roleplay Heavy

Rule of Cool (RoC)

Theater of the Mind

Meet the Game Master
Veteran
Disabled
Neurodivergent
Published Writer
Artist
Teacher/Educator

Less than a year on StartPlaying

Highly rated for: Inclusive, World Builder, Rule of Cool

About me

I’m a therapist by day, grimdark author by night, and a prolific daydreamer in all the in-betweens. I run a mobile blacksmith wagon to teach all ages the wonder and beauty of smashing things with a hammer and throwing them in the fire… not in that order. I specialize in immersive, narrative-driven tabletop RPGs with a strong focus on roleplay, atmosphere, and psychological tension. I’m passionate about creating vivid fictional worlds with depth, complexity, and dark surprises that feel obvious after they come to pass. I’m down-to-earth and care far more about the shared experience at the table than getting my way. If it’s possible to have no ego, that’s me. I love mysticism, magic, grimdark fantasy, cosmic horror, storytelling, and impossibly complex puzzles. If you play with me, buckle up!

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Character creation

Creating your character

Character creation for this campaign is guided and collaborative. You do not need to own or read the Daggerheart rulebook to play. I’ll walk you through everything you need to create a character that fits the world and the story. How It Works Onboarding happens before play begins via a Google Form You’ll be guided step-by-step through character creation in that form You’ll receive a fillable PDF character sheet to complete Characters begin at Level 1 You won’t be expected to know the system in advance. If this is your first time with Daggerheart—or with play-by-post in general—that’s completely fine. Rules Knowledge (What You Do Not Need) You do not need: the Daggerheart rulebook prior experience with the system system mastery or optimized builds I’ll explain options, answer questions, and help you make choices that support your character concept. The mechanics are there to serve the story, not the other way around. Stats & Mechanics We’ll use Daggerheart’s standard character creation rules. There’s no stat rolling, no custom arrays, and no surprise math. Characters at level 1 are assumed to be competent. Survival in this game isn’t about squeezing every bonus—it’s about judgment, endurance, and choice. If you’re unsure how to assign traits or select abilities, I’ll help you through it. Concept First, Sheet Second I care far more about who your character is than how they’re built. When creating your character, focus on: where they come from why they’re on this journey what they’re afraid of losing if they keep going This campaign is about carrying responsibility under pressure. Characters who have reasons to stay on the road even when it’s hard tend to work best. Session Zero & Adjustments We’ll use the first session to: align on tone and expectations establish boundaries and consent tools clarify party dynamics and connections Early adjustments are expected and allowed. Nothing is locked in stone on day one. What to Reference (and What Not To) I’ll provide everything you need to create your character We’ll stick to the core Daggerheart material No third-party content or homebrew without discussion If you’re unsure whether something fits, ask. We’ll figure it out together. In Short You don’t need the book. You don’t need system expertise. You just need a character who has a reason to keep going. I’ll help with the rest.

What to expect

Preparing for the session

Everything you need will be in the discord server. All you have to bring is your Discord handle!

What Dante Winters brings to the table

This is a written, play-by-post game. Everything happens on the page. I don’t do character voices or ambient music—tone, pacing, and immersion come from the writing itself. What I offer is pressure, clarity, and follow-through. Narrative & Style I run fiction-first, character-driven games. I write grounded, sensory scenes and then give players room to act inside them. I linger when something matters I cut away when momentum matters more than detail I prepare situations, not scripts or endings I don’t protect outcomes The story moves forward because of the choices you make under pressure, not because you “solve” a plot. Combat & Conflict Combat is cinematic and consequential, not constant and not tactical for its own sake. No grids or tactical maps Positioning, intent, and circumstance matter more than optimization Fights are fast, messy, and tied directly to the fiction Non-combat solutions are always valid Violence has weight here. When it happens, it changes things. Failure doesn’t stop the game—it reshapes the situation. Rules & Rulings I don’t run strict Rules-as-Written play, and I don’t do rules lawyering. Rulings over rules, always in service of the fiction Consistency and clarity matter more than technical edge cases Creative solutions are welcome if they fit the scene If something’s unclear, we resolve it and keep moving The system exists to support the story, not interrupt it. Pacing & Player Agency I respect player agency and I don’t play “gotcha” games. I challenge characters, not players Consequences are earned, not punitive I don’t rush past aftermath or emotional fallout I’m a fan of the characters, even when the world isn’t kind to them This game rewards judgment, endurance, and attention, not perfect plans. In Short You can expect: Strong scene framing and atmosphere Meaningful choices with real consequences Combat that matters when it happens A collaborative table built on trust and clarity You should not expect: Tactical, grid-based combat Strict RAW enforcement Audio/voice performance A prewritten story with guaranteed success If you want a game where the road matters, where pressure accumulates, and where outcomes are earned rather than granted—you’ll feel at home here.

Equipment needed to play

Internet

Safety

How Dante Winters creates a safe table

Lines and veils is built into the onboarding form. We'll have structured check ins after intense scenes, and any time upon player request. XNOs are written in post or DM.

Content warnings

Safety tools used

Frequently asked questions