Darkmoon Vale Campaign (Inactive)

Game Master Cyrus9553

Current Map


The Campaign will begin in the town of Falcon's Hollow on the edge of Darkmoon Wood.

Falcon's Hollow Map

Map of the region around Falcon's Hollow

Darkmoon Wood

Dwarven Monastery Ruins

Game Date: The Age of Lost Omens -
Moonday 2 of Desnus 4708 ar (Absalom Reckoning) Time: 7:30 pm
Calendar

Dungeon Features:

The stairs descend more than 20 feet below the surface and no sound penetrates from above. The monastery’s walls are masonry, and there is no source of light anywhere. The monastery was constructed to warp sound in strange ways. In all areas creatures suffer a –5 penalty on Listen checks. Where present, doors are strong, wooden and—unless otherwise noted—locked.

Current Weather and Lighting
Rain with Moderate Wind, Normal temperature for the season.

Weather and Lighting Game Effects:

Rain: Rain reduces visibility by half, imposing a -4 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks.

Rain automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights.

Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.

Falcon's Hollow Description:

A blunt, sawdust-choked stop on a winding trade route, a festering haven of injustice and cruelty, Falcon’s Hollow rests perilously close to the infamous Darkmoon Wood. The long shadow of Droskar’s Crag casts a shroud of gloom on the desperate souls who call this place home. Many come here to make their fortune cutting darkwood lumber in the lush wood, while others journey to this remote fringe to start over, piecing together their shattered lives on the edge of an untouched wilderness far from the things of man. Persecuted zealots and outcasts flock to Falcon’s Hollow to practice their strange and often deviant rites unfettered by the mores of civilization. Finally, Falcon’s Hollow lures many explorers with the promise of great adventure nearby. The town, its people, and everything in it belong to the corrupt Lumber Consortium, controlled by the de facto leader of the town, the loathsome Thuldrin Kreed. His petty decrees and the consortium’s overpriced goods keep the people of the town prisoner as surely as if Kreed and his goons used manacles and chains.

Home to fewer than 1,500 humans and a smattering of other races, most of the townsfolk care only for the paltry coins paid for their backbreaking work and what simple comforts they can buy. A few, however, understand that what’s bad for one is bad for all, and they struggle endlessly with the Lumber Consortium to improve the lives of their neighbors—and by extension, themselves. The community thrives on a tenacious mix of greed, debauchery, and stubborn self-reliance. As much property of the Lumber Consortium as the buildings, cut timbers, and other assets in the town, the people of Falcon’s Hollow live in abject poverty and unending misery. Those born into Falcon’s Hollow (or those foolish enough to move there willingly—or even unwillingly) face lives filled with anguish and devoid of hope or betterment. The town has always had a surprisingly large population of beggars, tramps, and vagrants, men and women the greedy Lumber Consortium worked into destitution.

Map Key

Important locales in Falcon’s Hollow town limits are listed here.

1) The Cutyard: A bustling place full of lumberjacks and woodcutters hauling logs from the river and turning them into timber.

2) Lumber Warehouse: A storage place for extra timber.

3) Paper Mill: A smelly building full of vats and simple machines that convert wood refuse to pulp and pulp to paper.

4) Low Market: Open to everyone in town, the Low Market sells the High Market’s food leftovers (including
meats and vegetables just starting to go bad), heavily salted many meats, and other foodstuffs that barely survive their trip to the market. Nothing in the Low Market sells for more than a few gold, and almost everything is worth only coppers.

5) High Market: With access restricted by Boss Teedum’s most loyal “boys,” the High Market consistently serves only those with some amount of influence in the town (Thuldrin Kreed and his lackeys, Vamros Harg, and visiting Lumber Consortium bosses and managers). Kreed holds a lottery once per month to allow in nine lucky residents for up to 3 days. All residents who work for the Lumber Consortium (which is nearly everyone, but excludes such notables as Laurel, Namdrin Quinn, and Lady Cirthana) are automatically entered, as the drawing is done by employee number. The winning residents can bring along up to three family members. The High Market sells meats and vegetables without a hint of rot on them; nicely made clothes of materials other than canvas, cotton, and leather; spices (including a popular vendor who sells only salt); and various items that cost more than 10 gold coins.

6) Ferry Dock: A dock large enough to moor the passenger bearing ferries from elsewhere on the river.

7) Jak’a’Napes: This leaning ramshackle inn located next to the town’s stables offers lodgings and food to the many travelers who pass through Falcon’s Hollow. The owner, a rotund red-faced human named Jak Crimmy, with a single wisp of bright red hair on his otherwise bald head, is a retired bard who sports an easy smile. Jak’s cinnamon-crusted flapjacks are legendary in town, as is his skill at juggling frying pans and his astonishing marksmanship with a heavy crossbow (Jak is a man of many talents).

8) Hollow Tribunal: This is where the diminutive halfling Magistrate Vamros Harg dispenses merchant licenses, stamps mining and lumber claims, and passes judgment on criminal and civil cases. Most Falconers enjoy the irony of the Hollow Tribunal’s name, since the justice meted out there is rarely equitable. The fact that Harg is firmly in Gavel Thuldrin’s pocket is well known, but it is rarely uttered in public by those who value their lives.

9) The Sitting Duck: Located a little too close for many folks’ comfort to the town palisade, the Duck is the local hot spot for adventurers, explorers, and other rapscallions looking for excitement. The tavern serves a potent local brew of fermented darkwood leaf that can floor an ogre in a few tankards. Raucous games of “knivesies” and “mig-a-mug-tug” (two dangerous local recreational activities both with a high rate of maiming) often rage late into the night. Many adventurers share tales of Darkmoon Vale, Droskar’s Crag, and other surrounding locations for the price of a mug of ale.

10) Lumber Consortium Headquarters: Once the most impressive building in Falcon’s Hollow, Thuldrin Kreed has allowed the office to fall into disrepair, for the most part, while his own manor house continues to nearl shine in opulence. Kreed only uses this building to host important consortium guests and other official business he wishes to keep out of his private estate. Otherwise, this once-grand and bustling building usually remains empty.

11) Temple of Iomedae : Run by Lady Cirthana. With all the downtrodden to preach to in Falcon’s Hollow, missionaries of Iomedae, Goddess of Valor and Justice, have established a foothold in town. Falcon’s Hollow has few clerics. Despite little competition from other churches and a demonstrated record of concern for the town’s residence, Lady Cirthana, priestess of Iomedae, continues to struggle to win converts in the beleaguered town. Few townsfolk trust Cirthana, and most lay their medical concerns at the feet of Laurel. Most residents of Falcon’s Hollow avoid the temple of Iomedae as much as possible, as the Lumber Consortium has made itself clear in denouncing the meddling of the Inheritor in the town’s affairs. Other religious sects who fled here from Olfden and larger cities to escape the Church of Light’s persecution resent the recent arrival of Iomedae’s followers. Tensions run high among congregations, often resulting in less-than holy brawls on the muddy thoroughfares of Worship Way.

12) Kreed Manor: Home of the head of the Lumber Consortium, a brutish bully and criminal who enjoys the power he holds over others.

13) Vade’s Tower: Little more than a two-story shack, this is the home of Sharvaros Vade, a sullen hermit and wizard, and his son.

14) Roots and Remedies: Creeping ivy and full window boxes cover the facade of this rugged-looking, two-story shop bearing the faded sign “Roots and Remedies.” Owned by the local herbalist and healer, Laurel, the small, mudtracked shop smells of burnt earth and spicy incense. Bunches of dried herbs hang from the ceiling, along with dangling pots, presses, alchemical apparatuses, and glassware of more arcane purposes. Pouches of rare plants, jars of colored glass, and all manner of dried, preserved, and jellied animal parts fill high shelves and tables doing double duty as displays and workspaces. In the shop’s rear stand a rack of herbs, a table covered in stray powders and measuring equipment, and a pot that loudly bubbles whenever Laurel has the shop open.

15) The Rouge Lady: The silk-veiled parlors in the back of this burlesque and gambling hall doubles as an illegal brothel. Kabran Bloodeye owns this illicit pleasure den, where the unfortunate Ralla peddles her charms to earn enough copper for her and Hollin to survive.

16) Goose’n’Gander: The local general storein Falcon’s Hollow is run by the only gnome resident, Brickasnurd Hildrinsocks, who sells everything from standard amenities such as grain, lamp oil, ink, and mining supplies, to such rare oddities as alchemist’s fire, antitoxin, a petrified pseudodragon, and taxidermy nixies (all the rage this season).

Map Program Used:

I will be using ditzie for combat maps and for the town map. Please go to the Falcon's Hollow Map in the Campaign Info thread above and move your token to where you want to go in town. This will be a test so that we can get people use to the maps and make sure it works.

NPC's:

Laurel - Owner of Roots and Remedies: The local herbalist, Laurel is a rail-thin half- Garundi woman with severe-looking spectacles and hair pulled back tight. A tough woman, Laurel’s income stems as much from her sale of snake oils and aphrodisiacs as from questionable cure-alls and bitter teas. As quick to suggest expensive remedies as she is to remind angry buyers that she is not, in fact, a physician, Laurel does her best to help those who come to her in need, but her tight income, need to survive, and pride prevent her from admitting failure.

Sheriff Deldrin Baleson: Deldrin is tall for a half-elf, towering over most humans, and his well-muscled, imposing form is further enhanced by his sharp gold-flecked eyes. Strong-willed and tough (both mentally and physically), Sheriff Baleson takes no guff from anyone, whether publicly drunken lumberjack or wrathful Lumber Consortium gavel.

Yangrit Stonedam - Owner of the Sitting Duck:
Yangrit is a middle-aged female dwarf with brown hair with streaks of gray braided in many rows and always wears a brown apron over her blue dress. She is known for her hard ales and jovial but contentious personality. Currently 2 bouncers, 1 bartender, 1 cook and 6 servers work for her.

Milon Rhoddam - Lumber Consortium Scout: this tall, skinny human male has weather worn tanned skin and salt and pepper long hair. Milon is a blunt, quiet man, is one of the most experienced wanderers and woodsmen in the region. When he is not wandering the woods finding Darkwood for harvesting he can be found at the main Lumber Consortium camp northeast of Falcon's Hollow.

Jarlben Trookshavits - Lumber Consortium Foreman: Jarlben is a short, round, sweety older human male that was once a lumberjack but got hurt on the job. He now runs the main Lumber Consortium logging camp just outside Falcon's Hollow. He sends most of his day in the office with his pets. (Taxidermied Animals from Darkmoon Wood.) When not in his office his is limping around on his bad leg yelling at anyone he can find.

William Gudlinck - Serila's Father: Mr. Gudlinck is a wealthy man who works as a merchant for the Lumber Consortium Head Quarters in Oregent in which he has a permanent residence. He also has a house in the town of Falcon's Hollow and is currently there on business. He has a wife and a daughter which travel with him often.

Sharvaros Vade This odd hermit lives in a small tower in the Perch, only a stone’s throw from the local cemetery. Vade is bony and thin, with gray eyes and an unkempt black beard.

Lady Cirthana Priestess of Iomedae a small, thin woman of only 28 years of age. She has dark brown hair, hazel eyes and an air of nobility. Cirthana is very beautiful but her stern, judgmental manner rubs people the wrong way. She truly want to help people but she finds it hard to get people to open up and trust her.

Players Experience:

Keanan EXP = 3945
Serila EXP = 2845
Un'gra EXP = 2300
Grayeyes EXP = 3800
Dogrin EXP = 2300


Character Creation Rules:

With the adventures I have planned characters should reach 6th level.

Characters should have their own motives but generally good aligned. No Evil Characters Please.

Abilities: 17 point buy as in the Core Rule Book page 15 and 16

1 Trait, 1 more Trait with a Drawback

Average Starting Gold for Class.

Backgrounds need to explain why you are in the area (do you live in town or are you a traveler), give hints to why you have the traits you have, explain your drawback or story feat if you choose one, a little history on your character (you don't need to write a book) and your characters general direction/motivation in his/her life. Better background with family and history will be better received.

Characters can start at any age just make sure to note it on your
character profile and take the appropriate bonuses and penalties.

Playable Races:

Dwarf, Halfling, Elf, Human, Gnome, Half-Orc, Half-Elf

(The town is mostly Human and the other races are rare. The population have a indifferent attitude toward dwarf, halfling, half-elf and half-orc. They have a unfriendly attitude toward Elf and Gnome.)

Playable Classes:

Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard

Only Deities from the Core book will be used. Here is a list of acceptable Deities:
Erastil
Iomedae
Torag
Sarenrae
Shelyn
Desna
Cayden Cailean
Abadar
Irori
Gozreh
Pharasma
Nethys
Gorum
Calistria

Clerics must have a Deity.

You may make a neutral cleric that can channel negative energy if you come up with a good story and reason for it.

Players may apply with as many characters as they want but only one character per player will be chosen for the campaign.

Books Used:

Core Rule Book, Ultimate Campaign for Traits, Drawbacks and Story Feats only.

Posting Expectations:
This is a fast paced game if you don't post within 24 hours of your last post I will move your character with the group. If you don't post within 12 hours of your last post during combat I will skip your turn. Please let the group know if you will not be able to post. Your character will not gain any experience during an unexplained absence.

DM Style:
I like to take a back seat to let the players push the action and role play most actions in the game. If you don't post an action in character I assume you did not do it.

In combat I try to run a quick but tactical battle.

I do not know all the rules and do make mistakes so please correct me if I am wrong. I will bend the rules to make the story or combat more exciting.

House Rules:

Flanking and 5ft Rule

1) Power Attack can not be used in the prone position.

Campaign DM Notes:

.......... Combat has Started!!! .......

[spoiler=DM Rolls]
...... Initiative Rolls .....
[dice=Keanan] 1d20 [/dice]
[dice=Balazar] 1d20+3 [/dice]
[dice=Serila] 1d20+2 [/dice]
[dice=Un'gra] 1d20+3[/dice]
[dice=Dogrin] 1d20+2 [/dice]
[dice=Atsushia] 1d20+2 [/dice]
[dice=Monsters] 1d20 [/dice]

[/spoiler

.......... Initiative Order ..........

If your name is in Bold you can act.

.......... Start of Round 1 ..........

.......... End of Round 1 ..........

.......... End of Combat ..........

[dice=Attack 1] 1d20 [/dice]
[dice=Damage] 1d6 [/dice]

[dice=Attack 2] 1d20 [/dice]
[dice=Damage] 1d6 [/dice]

[dice=Attack 3] 1d20 [/dice]
[dice=Damage] 1d6 [/dice]

Watch Schedule
1) Atsushia
2) Dogrin
3) Un'gra
4) Balazar/Keanan
5) Serila

Watch Perception Rolls

[dice=Perception1] 1d20+2[/dice]
[dice=Perception2] 1d20+5[/dice]
[dice=Perception3] 1d20+5 [/dice]
[dice=Perception4B] 1d20+2 [/dice]
[dice=Perception4K] 1d20+7 [/dice]
[dice=Perception5] 1d20+6 [/dice]