Category Archives: D&D v3.5

Compelling Darkness (pt 1)

It was their first day out at sea and there, in the distance, was an island. An island, the Captain Mildred Fairweather was saying to the group of squabbling rogues and outcasts that made up their small mercenary band, that appeared on no chart. It was a great concern, of course. What wonders would await? What treasures could be uncovered? What were the chances of their good smuggler Captain marooning them at the slightest opportunity?

Delphie had stretched all three feet of her lithe little self out along the decks of the forecastle, enjoying the midday sun and the steady wind. She had but to turn her head slightly to look out over the sea to the dot of land off to port, her view only slightly hindered by the gunwale. As the wind tousled her mop of  raven black hair, she breathed a sigh of grattitude that she was no longer shut up in the small room that had been apportioned for them belowdecks. It had smelled of sweat, old straw and dried bile, and they had been packed in so tightly that even the few short hours within had been unbearable. Continue reading →

Something’s Gotta Give

Cracadoom Island wasn’t really the kind of place where one could take it easy. Filled to the brim with smugglers, pirates, mercenaries, cutthroats, cutpurses, and crafty sword merchants (who made a killing off of daggers alone, but who rarely slept easy at night), it was the kind of place where you kept an eye in the back of your head, lest you lose it.

That being said, on that day the sun shone bright on the tropical island, and the ramshackle wharf’s many smokehouses and ale shacks were crowded with lazy nogoodnicks too busy fighting off the mid-day heat to bother fighting one-another. Toothless old crooks sat in the shade and stared out at the sea – forgetting their spiderwebs of puppeted contacts and bootlicking and bribes that had kept them alive so far and remembering instead their glory days out on the blue, the salt in their bones calling them back. Continue reading →

Misfits, Murders, Secrets III: “Go Fish Out the Monster”

If you’re a newcomer to the blog, you might want to check out the first two posts in this little mini-series, located here and here.

Finally, the party arrives at the slave pens and the latrine in question. It’s … well … a latrine, which is to say, an inglorious hole in the ground that smells about as good as one might expect, surrounded by a floor that is none too clean (it appears that not all of the slaves bother to aim). After expressing the requisite amounts of disgust (Yrisi launches herself into the air, while Raven scoops up Fling and places the goblin on his shoulder) the party gets down to the business of investigating.

Not that there’s much to investigate; the only possible way into or out of this room, aside from the door that the party entered by, is the latrines themselves. And so, because every adventure has to start somewhere, the party peers into the toilet.

Continue reading →

Misfits, Murders, Secrets II: “Look, More Freaks”

It’s been long enough since I posted the first “episode” of this campaign (although these posts are actually all from the same session) that I feel obligated to link it again.

Xeroz continues towards the slave pens with Vashra, Yrisi and her raven trailing along. Needless to say, they attract more than a few odd stares as they make their way through the city. None of them are exactly common sights in Candle’s End, and Yrisi is still glowing, although the latter state of affairs lasts only until Vashra says irritably, “Hey, bird. Would you tell your mistress to put out the damned light? If this migraine gets any worse I’m going to have to give it a name.”

Yrisi obligingly dims the light and they trudge on.  They do so in relative silence until Vashra, gazing ahead, says, “Oh, look. More freaks.”

A large group of people seems to have just dispersed near one of the city entrances.  They’re a mixed bunch, from a variety of races and, as far as their clothing indicates, a variety of walks in life. Of course, some of them are more varied than others, and the pair that Vashra is focusing on certainly falls into that category. One of the two is an ogre, uncommon though certainly not unheard of in Candle’s End.

The other one is an alien.

Continue reading →

Of Misfits and Murders, Secrets and Sewers

This is a story that starts in a volcano … and ends with the party covered in crap.

Candle’s End is a mining city carved into, yes, the guts of an active volcano. Most of the PCs are just arriving, but one, a gnoll, has been here for some months already. Xeroz works at a Temple of Kelemvor, Lord of the Dead, retrieving the bodies of those who’ve died and preparing them for burial.

So it’s business as usual when Vashra, another Temple worker and a half-fiend (a rather foul-mouthed one; reader, consider yourself warned) returns lugging the body of a dead slave. There are a couple of oddities about this one, though. The first, as Vashra’s complaints immediately make clear, is the fact that this particular slave died in a latrine. The second is that he died from a terminal dose of mace to the face.

Continue reading →