Desdichado
Hero
The Player Characters (updated):
The conceit of this game was that I wanted to utilize the D&D rules to emulate "swashbuckling horror" of the kind that movies like Pirates of the Caribbean, The Mummy or even Van Helsing managed to do. I made a few mechanics changes, most notably adding Action Points (with a d10 instead of a d6) and using the swashbuckly Defense bonus to AC rules from Unearthed Arcana. Another notable houserule was that I removed the LA +1 penalty for hobgoblins, and made goblinoids an important component of the setting. As you can see above, I did have one hobgoblin PC. I didn't specifically allow mongrelfolk as a race, but the 3.5 version of the race is much less intrusive and freakish than prior editions, and the player sold me on the idea.
I whipped up a quick n dirty setting, stealing a bunch of names from Lovecraft, particularly The DreamQuest of Unknown Kadath, although that was more of a running in-joke than an actual description of what these places are like, and borrowing a few other things from Iron Kingdoms, I sketched out a map and set them loose.
Here's a "digital sketch" I made from the page in my comp book---this is really quick and dirty Microsoft Paint sketch, so it's not terribly pretty, but it does give you the lay of the land.
I told the players that their characters would be starting out on a ship from Razina, bound for Jekara. The game begins just a few hours from their destination when a quick squall hits the ship… right as another sail is spotted to the aft, closing fast. They decided that as the only passengers (except for a mysterious guy who stayed locked up in his cabin the whole voyage) they had talked together and become friends while at sea and had decided to kinda "hang" together after arriving at their destination, assuming that their various goals were sufficiently compatible. A few of the characters had some background elements and motivations to work through, such as:
Sven and Fairlight are originally from Iclezza, Caden is originally from Mnar, but has spent the last few years just outside Razina, studying with a master spellthief.
- Teren'Kol -- Hobgoblin Barbarian 4
- Caden Bar Harland -- Mongrelfolk Spellthief 4
- Sven Svensson -- Human Duskblade 3/Bard 1
- Jek -- Human Rogue 4
- Fairlight the Fair -- Human Favored Soul 4
- Eladkot -- Human Wizard 4
The conceit of this game was that I wanted to utilize the D&D rules to emulate "swashbuckling horror" of the kind that movies like Pirates of the Caribbean, The Mummy or even Van Helsing managed to do. I made a few mechanics changes, most notably adding Action Points (with a d10 instead of a d6) and using the swashbuckly Defense bonus to AC rules from Unearthed Arcana. Another notable houserule was that I removed the LA +1 penalty for hobgoblins, and made goblinoids an important component of the setting. As you can see above, I did have one hobgoblin PC. I didn't specifically allow mongrelfolk as a race, but the 3.5 version of the race is much less intrusive and freakish than prior editions, and the player sold me on the idea.
I whipped up a quick n dirty setting, stealing a bunch of names from Lovecraft, particularly The DreamQuest of Unknown Kadath, although that was more of a running in-joke than an actual description of what these places are like, and borrowing a few other things from Iron Kingdoms, I sketched out a map and set them loose.

Here's a "digital sketch" I made from the page in my comp book---this is really quick and dirty Microsoft Paint sketch, so it's not terribly pretty, but it does give you the lay of the land.
I told the players that their characters would be starting out on a ship from Razina, bound for Jekara. The game begins just a few hours from their destination when a quick squall hits the ship… right as another sail is spotted to the aft, closing fast. They decided that as the only passengers (except for a mysterious guy who stayed locked up in his cabin the whole voyage) they had talked together and become friends while at sea and had decided to kinda "hang" together after arriving at their destination, assuming that their various goals were sufficiently compatible. A few of the characters had some background elements and motivations to work through, such as:
- Teren'Kol's city, Kushat, was once an independent hobgobber kindgom before being conquered and assimilated into the Leng empire (same fate befell Sinharat and Hu.) He managed to escape from slavery at a young age and was subsequently protected and raised by orcs. Revenge against Leng is a priority for him.
- Caden Bar Harland looks a bit like a pale and short Ron Perlman---he's pretty certain that orcs feature in his heritage somewhere, and as he's been on an extended "roots check" trip for the last little bit, he'd like to experience their culture somewhat and see if he can find any long-lost distant cousins among them.
- Sven is one of those typical "third sons" nobility---he inherited practically nothing other than a snooty attitude. He's looking for his fortune so he can continue his practice of hanging around the rich and famous, as he is convinced that that's where he belongs.
- Jek is on the run. He fancies himself the world's greatest thief (as a 16-year old layabout) and bit off a bit more than he can chew. He left Razina in a hurry before he found himself floating in the bay.
- Fairlight considers herself a prophetess of an obscure god named Fulcrum (actually, a rather… eccentric PC from our last campaign.) I'm still not sure how much she believes her own hype and how much she's just a shyster and con-artist, but she's out looking for money and converts… especially converts with money. As well as some rumored holy relicts.
Sven and Fairlight are originally from Iclezza, Caden is originally from Mnar, but has spent the last few years just outside Razina, studying with a master spellthief.
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