Ghosts of Saltmarsh: Strange Tides | Pirate-Gothic D&D
Perched on sandy beaches and clear seas lies Saltmarsh, where Strange Tides arise that will change the balance of power between factions forever.
$25.00
/ Session
Details
9 players following this game
Weekly / Saturday - 12:00 AM UTC
Session Duration / 2–3 hours
Campaign Length / 5+ Sessions
1 / 6 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
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About the adventure
Saltmarsh: Strange Tides is my take on Ghosts of Saltmarsh. Strange Tides arise in a more explicitly pirate-themed Caribbean paradise, where players work to uncover hidden secrets, explore forgotten places, make crucial choices, and the campaign slowly descends into cosmic horror. Instead of a loosely-affiliated set of "adventures", Ghosts of Saltmarsh has been lovingly reworked to bring every adventure into a grander campaign so that each adventure hints at future tales and later adventures pay off earlier plot points. Instead of the cold north-Atlantic feel of the original modules, our story will begin in a sun drenched paradise of white sand beaches, crystal clear waters, and slowly rotting, New Orleans-style architecture. Ballistae and crossbows will be replaced by cannons and muskets while leaving the underlying mechanics of those things alone. Swashbuckling adventure packed with pirate-ghost movie action slowly gives way to a deepening sense of unease, monstrosity and deadliness as the campaign progresses. You can be counted on to investigate, bargain, fight, sail, explore, and choose sides among factions while you uncover the Sinister Secrets that are hiding in plain sight around Saltmarsh... and are then forced to contend with the consequences of your decisions, both good and ill. GREAT FOR PEOPLE SEEKING: - Adventure - Mystery - Roleplay - Classic D&D Danger - Cooperative, Curious Roleplayers NOT IDEAL FOR: - murder-hobo chaos - passive spectators - purists
Game style
Roleplay Heavy
Sandbox / Open World
Combat Lite
Puzzle / Mystery Focused
Meet the Game Master
3 years on StartPlaying
182 games hosted
Highly rated for: Creativity, Storytelling, Inclusive
About me
Over 3 decades of tabletop RPG experience and 1400+ professional online sessions for adults, kids, and teens. Mostly, I run horror, sci-fi, and strange fantasy games where choices matter, mysteries unravel, and the best moments are the ones nobody planned. Mostly. Get $10 off your first session on startplaying.games: https://startplaying.games/referral/cld0hgnos000tl2084ycb9ut6
View Profile →Character creation
Creating your character
My biggest rule for character creation is to pick a lane - 2024 or 2014 - and then stick with it throughout. So don't mix and match your character between 2024 and 2014 rules. Starting level is 1. Use a standard array, and, if desired, you can use backgrounds from the Saltmarsh book for a 2014 character. Custom background rules appear in the 2014 players handbook and you are welcome to make a custom background that fits exactly what you're looking to create (pg 125 of your PHB). Approved books: - Player's Handbook (2014/2024) - Ghosts of Saltmarsh (for 2014 specific characters) - Tasha's Cauldron (including Artificer and custom lineages - for 2014 specific characters). If the ancestry/background doesn't appear in one of these places, let's talk about it before you make the character! I don't want you to be disappointed that your Plasmoid Blood Hunter isn't going to fit the tone of the campaign. My preference is for more grounded human and demi-human types of characters and fewer animal-kin or unusual character types like Aarcokra and Tieflings, but this is my preference and not a hard-and-fast rule. We'll discuss more during onboarding &/or session 0.
What to expect
Preparing for the session
- Have a Discord account - Have a Roll20 account - Have a mic and a quiet place to play (optional) - Webcams are great! If anyone in the party plays with one on, I will play with one on as well.
What Gamemaster Dan brings to the table
I will emphasize roleplay, give clear rulings, deliver memorable NPCs and always maximize player freedom over enforcing some specific pre-made plot. Avoiding combat will give as much treasure and experience as engaging in it, sometimes more, so the combats may be fewer, but higher-stakes than you might be used to. I hope to build a table that's welcoming to everyone without forcing folks with legitimately differing tastes from playing with each other. The campaign will ultimately follow the group's interests, so if political machinations are less interesting than sea combats, we'll lean into sea combats. I want to deliver campaigns that are high quality and tuned to the group that we are playing with, so if a sub-group isn't getting what they want, we may split up a group and form new tables.
Homebrew rules
- I will use luck rolls to determine random outcomes - Knowledge checks can be made as a bonus action or action by any player on any turn. (e.g. arcana/religion/history) - bonus action potions OK. - Spell descriptions are decided by what lane you picked at character creation. (2024/2014) - Action economy will default to 2024 rules for the most part. - other stuff (if needed) will be decided and posted at session 0.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Gamemaster Dan creates a safe table
One of the reasons that horror works in fiction is that the person ultimately feels safe. They gasp in fear (horror), then laugh (safety). The ultimate idea is for us all to feel safe trying things and playing in a shared world, and Safety Tools are just a way to help us do that. One of my hard lines is that players will respect and not question other players' Lines and Veils. Making a mistake happens but repeated abuse of other players in this way simply won't be tolerated. I've run professionally for hundreds of people and this is one of the few reasons I've kicked people out of my games. The other reason is cheating. Don't cheat, please.
Content warnings
Safety tools used