Sea of a Thousand Teeth

Sea of a Thousand Teeth

Take command of your own ship and set sail across a vast, monster-filled world where every hunt, discovery, and decision shapes your journey.

TYPE

Campaign

LEVELS

1–20

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
5 NEEDED TO START
$35.00

/ Session

Details

1 player following this game

Weekly / Wednesday - 2:00 PM UTC

Session Duration / 4–5 hours

Campaign Length / 50–100 Sessions

0 / 6 Seats Filled

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This game will begin once 5 players have joined
About the adventure

Welcome to a world of uncharted islands, dangerous seas, legendary monsters, rival hunters, pirates, ancient ruins, and treasures waiting beyond the edge of the map. You’ll begin with a small ship, a handful of resources, and an entire ocean open to you. Take contracts, hunt massive sea beasts, explore forgotten islands, salvage wrecks, battle rival crews, and build your reputation as hunters and adventurers. Your ship is more than transportation—it’s your home, your weapon, and something you’ll build throughout the campaign. Upgrade its hull, weapons, sails, equipment, and magical systems while recruiting and training a crew of your own. Monsters provide valuable materials for crafting new weapons and equipment, while discoveries can unlock blueprints and upgrades that completely change what your ship and party are capable of. This is an open-world sandbox campaign where player choice drives the story. There isn’t one predetermined path you're expected to follow. You might spend a session tracking a leviathan, exploring an island nobody has charted, hunting treasure, fighting pirates, competing with another hunting crew, or following a strange clue you discovered months earlier. The world continues moving around you, and your actions can build friendships, create enemies, change settlements, and leave lasting consequences. But something much older is hidden beneath all that adventure. The seas are changing. Monsters are behaving strangely. Ancient places are awakening, and pieces of history don't quite fit together. You can ignore those mysteries and chase fame and fortune—or follow them and discover why the sea is beginning to remember things the world has forgotten.

Game style

Combat Heavy

Hexcrawl / Exploration

Puzzle / Mystery Focused

Realm Building

Roleplay Heavy

Rule of Cool (RoC)

Sandbox / Open World

Tactical / Crunchy

Meet the Game Master
DMs Guild Writer
Published Writer
Game Designer
Parent

3 years on StartPlaying

About me

I'm a passionate GM and world builder, who enjoys creating games where the players' decisions truly shape the world. While my tabletop game mastering experience revolves mostly around D&D 5e, I can design and implement various game systems, settings, creatures, mechanics, adventures and more upon request. As a GM, I focus mostly on open-sandbox style adventures with living worlds with elements of mystery, political intrigue, heist planning, character driven subplots, exploration, combat, lighthearted fable-style adventures and bloodcurdling horror. I'll design an entire region and its lore, creatures and NPCs for my players to interact with, but leave the decision of what to do in this ancient crypt or that forbidden magic tower to the players. The most rewarding experiences are always the ones where the story goes in a direction no one expected.

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Character creation

Creating your character

Character creation will happen before our first full session, with Session 0 used to bring everyone together, establish party connections, discuss the campaign, and make any final adjustments. I’m also happy to work one-on-one with players who want help building their character or tying them into the world. Characters will begin at Level 1 using D&D 5e rules. We’ll use Point Buy or Standard Array for ability scores so everyone begins on relatively equal footing. Characters can be created using D&D Beyond or a character sheet of your choice, as long as I can access a copy. Official character options are generally welcome, and homebrew or third-party material may be allowed with approval. I’m much more interested in helping you make your character concept work than restricting your options. Most importantly, create someone who has a reason to adventure, work with a crew, and explore the world. You don’t need to arrive with a novel-length backstory—we can build your character’s connections, goals, rivals, and place in the world together.

What to expect

Preparing for the session

Before our first game, there are just a few things you’ll need to get ready: Join the campaign Discord server. This is our main hub for announcements, scheduling, campaign information, character discussions, handouts, and chatting between sessions. Have a working Discord account and microphone. We’ll use Discord for voice during sessions, so please make sure your audio is working beforehand. Join the VTT. I’ll provide the link and any instructions you need before the first session. This is where we’ll handle maps, tokens, tactical combat, and exploration. Create your character before Session 1. We’ll use Session 0 to finalize characters, establish party connections, go over campaign expectations, and answer questions. Read the campaign rules and safety information. You don’t need to memorize everything—just familiarize yourself with the basics. Bring a willingness to work with the party. This is a sandbox campaign with a lot of freedom, so characters should have a reason to adventure, explore, and function as part of a crew. You do not need to know every D&D rule before joining. New and experienced players are both welcome, and I’m happy to help you get set up.

What liam fox brings to the table

I provide a fully prepared, immersive game world with custom maps, handouts, memorable NPCs, ambient music, sound effects, monster hunts, exploration, mysteries, and tactical encounters. I use character voices when appropriate and try to make locations and NPCs feel distinct without turning every interaction into a performance. Combat is tactical and challenging, but I’m a big believer in the Rule of Cool. The rules give us consistency, but if you come up with a creative idea that makes sense in the situation, I’ll usually find a way to let you attempt it rather than simply saying no. Enemies are intelligent, environments matter, and major monsters are designed to feel like encounters rather than bags of hit points. For this campaign specifically, I’ll also provide ship and crew management systems, upgrade paths, monster-hunting contracts, crafting and harvesting mechanics, regional information, custom monsters, treasure, factions, and an evolving world map as you discover new locations. Most importantly, I provide a world that responds to what you do. NPCs remember you, settlements can change, rivals progress alongside you, factions react to your reputation, and choices can have consequences months later. I prepare extensively—but I’m never going to force you down a specific path just because that’s what I prepared. Expect serious storytelling mixed with plenty of humor, cinematic moments, difficult fights, exploration, roleplay, and the occasional completely ridiculous plan that I absolutely let you try.

Homebrew rules

I use a handful of homebrew rules designed to keep combat fast, rewarding, and cinematic: Potions: Drinking a potion yourself is a Bonus Action and you roll normally. Using an Action gives you the potion’s maximum possible healing. Administering one to someone else requires an Action. Maximum HP: Characters gain maximum HP at every level rather than rolling or taking the average. This lets me make encounters and monsters more dangerous without characters feeling overly fragile. Fail Forward: A failed check doesn’t always mean nothing happens. You may succeed with a complication, attract unwanted attention, lose resources, or create a new problem. Rule of Cool: Creative ideas are encouraged. If you want to attempt something outside the normal rules and it makes sense, I’ll usually give you a roll rather than simply saying no. Ship & Crew Rules: The campaign includes custom systems for ship combat, upgrades, damage, crew recruitment and training, monster harvesting, crafting, and salvage. Sinking Ships: Ships become damaged and begin suffering serious penalties before actually sinking, giving the crew opportunities to repair the vessel, abandon ship, or desperately save it. Monster Harvesting: Defeated creatures can be harvested for materials used to craft equipment and upgrade your ship, with better checks potentially producing better or additional materials. Any campaign-specific rules will be provided ahead of time—I don’t want players discovering important mechanical changes halfway through a session.

Equipment needed to play

Internet

Computer

Microphone

Headphones

Safety

How liam fox creates a safe table

I want everyone at my table to feel safe, respected, and comfortable speaking up if something isn't working for them. Before the campaign begins, we'll have a Session 0 where we discuss expectations, tone, PvP, character boundaries, and any subjects players would prefer excluded or handled carefully. I use Lines & Veils to establish content boundaries before play. These can be updated at any point during the campaign—nobody needs to justify why something makes them uncomfortable. During sessions, I also use a simple X-Card system. Players can say it aloud or message me privately at any time. If something needs to stop, we'll stop, adjust the scene, and move forward without requiring an explanation. Because this campaign can include horror, dangerous monsters, character death, violence, and other mature themes, I'll provide appropriate content warnings ahead of time whenever possible. Communication is always open. Players are welcome to message me privately between sessions with concerns, feedback, or anything they didn't feel comfortable bringing up in front of the group. A game should challenge your character—not make the player feel unsafe at the table.

Content warnings

Alcoholism
Alcohol Use
Blood
Character Death
Death
Deep or Large Bodies of Water
Drowning
Drugs (addiction, use, withdrawal)
Execution
Gore
Language/Cursing

Safety tools used

Frequently asked questions