SMOOSH JUICE
How to Run a Pirates of the Caribbean-Inspired D&D Campaign

How to Run a Pirates of the Caribbean-Inspired D&D Campaign
Cursed Gold, Ghost Ships, and the Sea’s Grim Smile
D&D Pirate campaign gone wrong or right.
If you’re dreaming of salt spray, clashing cutlasses, undead sailors, and morally ambiguous heroes, then Pirates of the Caribbean is the perfect cinematic inspiration for your next Dungeons & Dragons campaign. The films blend high-seas fantasy, gothic horror, and absurd heroics, making them an ideal foundation for a nautical adventure steeped in cursed treasure and ancient sea gods.
Here’s how to capture that iconic tone in your own D&D game.
⚓ The Tone: Epic, Weird, and a Little Unhinged
The beauty of Pirates of the Caribbean is its genre fusion. It’s:
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High-action swashbuckling fantasy
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Creepy nautical horror
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Slapstick and dark comedy
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Mythological adventure
Your goal as DM is to embrace the contradictions. A dramatic sword duel can happen moments before the ship explodes. A heartfelt goodbye can be interrupted by a kraken tentacle. Magic is real—but weird, cryptic, and dangerous. Let your players feel like half-heroes, half-rogues thrown into a mythic world far beyond their control.
🗺️ Setting: The Sea of Sighs
Design your world with these elements in mind:
🌊 The Shifting Sea
A vast, unpredictable ocean filled with hidden islands, ghost fleets, and uncharted whirlpools. Navigation is unreliable—legends say the stars themselves move.
🏝️ The Isles of Bone and Brass
A cluster of ports ruled by rival pirate lords. Neutral ground where treasure is fenced, rumors spread, and double-crosses are common.
💀 The Cursed Deep
A place where the drowned dead rise, where sea monsters speak in dreams, and where time moves differently. Only the desperate or mad go there willingly.
🧜♀️ NPCs to Steal (and Twist)
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The Pirate Queen: A former admiral turned outlaw who rules from a coral throne.
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The Whispering Mariner: A sailor who traded his voice to the sea in exchange for eternal life—and wants it back.
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First Mate Gutluck: A goblin boatswain with a drinking problem and a treasure map tattooed across his back.
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Lady Grin: A lich-like sea hag who commands a ship of drowned nobles.
💀 Magic with a Price
Magic in this world should be wild, oceanic, and deeply cursed. No clean fireballs here—magic is felt as a tide pulling reality out of shape. Use:
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Cursed items that grant power… at the cost of something dear.
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Voodoo-style rituals and long-lost sea gods as warlock patrons.
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Mythic monsters like sea serpents, ghost krakens, or merrow cultists.
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Spells with strange consequences—casting Speak with Dead might attract spirits from the ocean floor.
Let players break the rules, but always with a narrative price.
🏴☠️ Player Hooks and Character Ideas
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A sailor who escaped Davy Jones… but left their soul behind.
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A bard who made their lute from siren bones.
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A warlock whose patron is an ancient sea leviathan trapped beneath an island.
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A paladin who broke their oath and now sails as a pirate to redeem themselves.
Give players flawed but daring characters who have big personalities, bold ambitions, and bad luck with curses.
⚔️ Mechanics and Adventure Structure
🚢 Ship-to-Ship Combat
Use simplified naval rules or the ship combat system from Ghosts of Saltmarsh. Make sea battles cinematic:
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Dramatic boarding actions
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Grappling hooks and rigging stunts
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Exploding barrels and storm surges
📜 The Curse Clock
Introduce a “curse clock” mechanic: when players meddle with ancient relics or break pacts, start a countdown. When it fills… the consequences hit hard. This keeps tension high.
🧭 Treasure as Temptation
Treasure isn’t just money—it’s the MacGuffin, the trap, the plot hook. That silver dagger? It can kill sea hags, but it’s haunted. The chest of gold? It’s full of greed-bound souls.
🎲 Campaign Arc Example: The Devil’s Bargain
Act I – The Map
Players stumble on a partial treasure map after defeating cursed smugglers. A whispering skull tells them the treasure is “under the sea, beneath the grave of time.”
Act II – The Hunt
They race rival pirates and undead corsairs across cursed waters, assembling the map’s pieces. Each piece brings visions—and madness.
Act III – The Price
They find the treasure… and awaken the sea god who guards it. To claim it, one of them must pay the price: their name, their soul, or their memories.
🧩 Tools and Resources
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📖 Ghosts of Saltmarsh – Nautical rules, ship stats, great side quests.
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🎲 Grim Hollow or Call of the Netherdeep – For dark fantasy tone and cursed magic.
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🎼 Music: Mix sea shanties with eerie ambient ocean sounds. Try game soundtracks like Sea of Thieves or Pillars of Eternity II: Deadfire.
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🎨 Minis and Maps: Use the WizKids pirate-themed sets or printable ship maps.
☠️ Final Thoughts
A Pirates of the Caribbean-style D&D game is your chance to blend high-seas pulp action with fantasy horror and offbeat humor. Let your players be rogues with a heart, villains with a code, or heroes who steal cursed treasure just because it’s shiny.
The sea is vast. The map is incomplete. And the dead don’t rest easy.
So hoist the sails, keep one hand on your sword, and remember: the rum is probably cursed too.
Thanks for reading. Until Next Time, Stay Nerdy!!