Bell, Book, & Candle (D&D 3.5 / Pathfinder / d20 Multiverse)

Bell, Book, & Candle (D&D 3.5 / Pathfinder / d20 Multiverse)

In a coastal tropical village of Knightswood, haunted nightly by undead, you begin as local youths proving yourselves as squire via ancient trials.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
6 SEATS LEFT
$13.00

/ Session

Details

Weekly / Thursday - 4:00 AM UTC

Session Duration / 3–4 hours

Campaign Length / 12–50 Sessions

1 / 7 Seats Filled

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Schedule

Meet your party members

1/7

About the adventure

BELL, BOOK, & CANDLE (An EMPYREAN Good Campaign — Levels 3 to 20+) On the southern coast, where jungle meets sea, lies a small druid-ranger village forever under the shadow of Medusa Tower. Half-sunken and cursed, the tower looms above the coast like a scar, and each night its presence calls the dead to rise. From salt, earth, and brine come beasts, leviathans, and long-drowned men — all driven back into the world to stalk the living. Every generation the village must ask the same question: will enough defenders be born to carry us through another age? Players begin as youths on the edge of adulthood, called to prove themselves through ancient rites. These trials determine not only survival, but legacy. The worthy earn a chance to squire for One of Eighteen [Empyrean Knights], each House sworn to a Virtue — and each entrusted with a unique weapon that can shape the destiny of nations. From humble beginnings — hunting rare game in the jungle, guarding against nightly horrors, and finding mentors among the dwindling elders — you will grow into champions whose choices shape the fate of your bloodline and homeland alike. This is a story about community, inheritance, and the weight of survival. It is about bonds forged in shared trials, the sorrow of a people in decline, and the hope that renewal might still be won. As the campaign unfolds, the threats will grow with you: first tribal initiation and village defense, then the politics and mysteries of the Capital, and at last the cursed Zodiac Beasts — star-born monstrosities whose corruption bleeds into the land, sea, and heavens. Across four arcs, Bell, Book, & Candle takes you from the fears of youth to the burdens of knighthood, from protecting a single village to confronting the forces that poison the very stars. It is both crunchy and heartfelt — a game where character builds grow in power even as your heroes grapple with heritage, duty, and what future your generation will choose to inherit.

Meet the Game Master

5.0

(27)

Published Writer
Game Designer

3 years on StartPlaying

249 games hosted

Highly rated for: World Builder, Creativity, Storytelling

Average response time: 24+ hours

Response rate: 100%

About me

I am a lifelong nerd/geek who has lived all over this huge country and traveled my whole life; I love gaming with, learning from, and meeting new people of all alignments, backgrounds, experience levels, and social personality types!

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Character creation

Creating your character

Players Will Generate a 3rd Level Character with Heroic Statistics During the First Session (Ideally Preprepare Character Basics). This Character Begins as a Teenager Reaching Adulthood and Seeking To Be Recognized As Such. ZERO KNOWLEDGE OF D&D / PATHFINDER / EMPYREAN IS REQUIRED.

What to expect

Preparing for the session

Ideally a webcam and mic or cam/mic combination. Discord works well for the voice and Roll20 is working well for the maps, monsters, tokens, and interfacing.

What R.A. brings to the table

DIGITAL BONUS FOR PLAYING!: Free Onboarding Materials and Digital Handbook A for EMPYREAN: The Hyperfantasy RPG (Build Basics, 100s of Feats, Quality of Life Updates, Important Changes, Action Economy Details, etc.)

Homebrew rules

EMPYREAN builds on the familiar d20 chassis but removes the brakes: spellcasters can cast while wielding weapons, suffer no penalties in trained armor, and face no concentration checks except when countered by specific abilities. Martial classes break past the four-attack cap, triggering extra swings via haste, dual-wielding, multi-attack, and more during normal AND full round attacks. Criticals, counters, and synergy feats keep combat tactical without the slowdown of nested rules. Spellcasters retain their classic slots but gain an Energy Pool for flexible casting that scales into Epic play. Archetypes replace prestige classes, unlocking DNA slots and new powers as you advance. Level 20 isn’t an end—it’s the start of Epic progression, with Legendary and Immortal tiers waiting beyond.

Equipment needed to play

Microphone

Internet

Safety

How R.A. creates a safe table

I keep combat quick as there is a lot of it in my campaigns, even with new players I find they catch on well with my system and I encourage preplanning attacks and emphasis on both role playing and roll playing (as most players enjoy some of both, but some lean to one side or another moreso and I enjoy catering to all players needs, including those who are just along for the ride, the mastermind who must solve every puzzle and riddle, and the healer who just wants to keep everyone fed, laughing, and alleviated of status ailments! I encourage characters to learn new strategies to empower their own form of unique expression to ensure everyone is contributing but also having fun in their own way!

Content warnings

Safety tools used

Frequently asked questions