Darkmoon Vale Campaign (Inactive)

Game Master Cyrus9553

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

Darkmoon Vale Campaign Info.

Falcon's Hollow Description:

Falcon's Hollow

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.

Falcon’s Hollow is a logging town through and through. Most buildings have log walls, or are finished with wooden siding. The roofs are covered in wooden shingles. The town is rough-looking for the most part, but some homes feature lovingly wrought ornamentation that shows their owners’ pride: decorative molding, carved cornices, window mullions, and delicate inlays on furniture. Sawmills and lumberyards are the main evidence of the town’s industry, along with dusty, exhausted cutyards filled with stumps. Sawdust invades nearly every home, bed, and meal in the community, like sand in a beach town—but locals claim one gets used to it, and mock those who can’t stand the dust. Around Falcon’s Hollow, the forest flourishes, dark and impenetrable, seemingly eager to claim the lives of those who endlessly assault its borders.

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


Falcon's Hollow -Location's Map

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

2) 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.

3) 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.

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

5) 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).

6) 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.

7) 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.

8) 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.

9) 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.

10) Kreed Manor: Home of the head of the Lumber Consortium, Thuldrin Kreed, is more of a residential fortress rather than a mansion

11) 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.

12) Roots and Remedies: Creeping ivy and full window boxes cover the facade of this rugged-looking, two-story herbalist shop.

13) 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.

14) 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).

15) Quinn’s Carnival: Half-elf shadowdancer Namdrin Quinn led a band of veteran adventurers who used to venture into the vale with frequency. After a particularly dangerous quest claimed the life of Namdrin’s wife, Tess, the half-elf ended his career and established this carnival of wonders on the edge of town. Quinn and his companions wow crowds with feats of skill and magic by night, but rumor has it that after the tents close Namdrin and his merry band entreat with dark fey, whose anger mounts at the constant lumbering incursions into the vale. Some say the shadowdancer spies for the vengeful fey, who plan retribution and murder.

16) Brookman’s Well: A small spring on the edge of town that supplies most of Falcon’s Hollow’s fresh water.

17) Serila's House: This is the residence of the Gudlinck family. William Gudlinck, a merchants working for the Lumber Consortium, lives her part of the year with his wife and daughter Serila.

18) Asilane’s House (Ruthviren’s Sister): A small shack along the wall in the north part of town. Asilane lives with her 2 year old daughter Tila and her drunken father Edmund.

19) The Graveyard: The Falcon’s Hollow graveyard sits a stone's throw away from the cliffs of the Perch, northeast of town. Large for a town of this size, the graveyard is a testament of how hard and short life is in the Vale.

20) The Iron Anvil: One of the only stone buildings in town this small but well built shop sells all manner of tools for farming and cutting of trees.

Falcon's Hollow NPC's:

For more information on any of the NPC's click their names.

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.

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.

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, sweaty 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.

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.

Boss Payden “Pay Day” Teedum: Overboss of the Lumber Consortium Payden is an ugly thug, with a bull neck, a huge round face, and a mashed-in nose. He’s thick shouldered and stocky, yet he moveslike a trained killer. He’s overly fond of chewing blood-bark, and spits its crimson leavings all over the place.

Jak Crimmy: Owner of Jak-a'-Napes an Inn near the center of town connected to the stables.

Magistrate Vamros Harg: Harg is an attractive young halfling that is the Magistrate elect of Falcon's Hollow. He can be found at the Hollow Tribunal where the diminutive halfling dispenses merchant licenses, stamps mining and lumber claims, and passes judgment on criminal and civil cases.

Gavel Thuldrin Kreed: A short, pug-faced little man smelling of lavender, Kreed is nobody to be trifled with. As both the Baron of Falcon’s Hollow, and the Gavel of the local branch of the Lumber Consortium, Thuldrin Kreed exerts almost absolute control over Falcon’s Hollow and its assets.

Brickasnurd Hildrinsocks: Brickasnurd has messy gray hair and piercing blue eyes with a hint of childlike mischievous and numerous magical tattoos. He is never able to focus on one thing at a time is often distracted by his familiar Nutty the squirrel.

Lost Kids: Five children of notable people from Falcon's Hollow that have gone missing and the sheriff as asked the PC's to help find them.

Naleksa Vijica A wanderer at heart but has found a home at Roots and Remedies where she helps Laurel mix herbs into oils and tonics to help the sick of Falcon's Hollow. Naleksa has just recently returned from finding a cure for the taint plaguing the town with a band of adventures.

Asilane Etiole Asilane is the sister of Ruthviren one of our heroes.

Kabran Bloodeye: The owner of The Rogue Lady and a ruthless, Half-Orc thug that uses violence to control his guild of thieves and prostitutes.

Burius Brightaxe: An old gloomy but perceptive dwarf who openly dislikes the Lumber Consortium. He owns the small blacksmith The Iron Anvil.

Game Date: The Age of Lost Omens - Calendar
Starday 7 of Desnus 4708 ar (Absalom Reckoning) Time: 2:20 pm

Current Weather and Lighting

Clear skies and normal temperature for the season.

Weather and Lighting Game Effects:

Light Wind: A gentle breeze, having little or no game effect.

Campaign DM Notes:

.......... Active Party Buff Reminder ..........

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

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

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

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

If your name is in Bold you can act.

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

[spoiler=DM Screen]
...... Initiative Rolls .....
[dice=Bhoors] 1d20+3[/dice]
[dice=Auxavier] 1d20+1[/dice]
[dice=Farid] 1d20+6 [/dice]
[dice=Serila] 1d20+2 [/dice]
[dice=Ruthviren] 1d20+1[/dice]

[/spoiler

[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
How about over 8 Hours we use the following shifts:

Even Night

First - Ruthviren (4 Hours)
Second - Farid (3 Hours)
Third - Auxavier [Relieves Farid](4 Hours)
Fourth - Bhoors [Relieves Ruthviren](3 Hours)
Last Serila [Relieves Auxavier] - (2 Hours)

Odd Night

First - Farid (4 Hours)
Second - Ruthviren(3 Hours)
Third - Bhoors[Relieves Farid](4 Hours)
Fourth - Auxavier[Relieves Ruthviren](3 Hours)
Last Serila [Relieves Auxavier] - (2 Hours)

This way, we have 2 people on watch each night and we are rotating out the longer shifts every other night to get appropriate rest.

Watch Perception Rolls

[dice=Bhoors] 1d20+6[/dice]
[dice=Auxavier] 1d20[/dice]
[dice=Farid] 1d20+2 [/dice]
[dice=Serila] 1d20+2 [/dice]
[dice=Ruthviren] 1d20[/dice]

Full Moon on the 21 day of the month.

Treasure Not Identified Yet

Falcon’s Hollow - Shopping Guidelines

Base Value 880 gp
Purchase Limit 5,000 gp
Spellcasting 2nd

Base Value and Purchase Limit: This section lists the community's base value for available magic items in gp. There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week. A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to a larger city, or (with the GM's permission) search for a specific buyer in the city with deeper pockets. A settlement's type sets its purchase limit.

Minor Items/Medium Items/Major Items: This line lists the number of magic items above a settlement's base value that are available for purchase. In some city stat blocks, the actual items are listed in parentheses after the die range of items available—in this case, you can use these pre-rolled resources when the PCs first visit the city as the magic items available for sale on that visit. If the PCs return to that city at a later date, you can roll up new items as you see fit.

Minor Magical Items = 6
Medium Magical Items = 4

Spellcasting: Unlike magic items, spellcasting for hire is listed separately from the town's base value, since spellcasting is limited by the level of the available spellcasters in town. This line lists the highest-level spell available for purchase from spellcasters in town. A town's base spellcasting level depends on its type.