
DM Giants |
2 people marked this as a favorite. |

I want to start a campaign in Darkmoon Vale with the adventure Hollow's Last Hope. I will be looking for 4-5 players.
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.
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.
I will be starting this game in a month.

Krogram |

Dwarven cleric of Torag,
Submission pending:
I have ran this module as a GM and always wanted to play in it. Will you consider my submission despite this? I will do my best to not ruin any unknown story elements - in fact my character will have personal agenda's in his back story that will allow him to focus on other potential plots.

XenoCide78 |

Mark me down as interested as well.
This is something along the lines of what I might do.
Male human fighter 1
LN Medium humanoid (human)
Init +0; Senses Perception -3
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield)
hp 17 (1d10+7)
Fort +5, Ref +0, Will -1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee heavy shield bash +4 (1d4+3) or
. . longsword +4 (1d8+3/19-20)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 17, Int 8, Wis 9, Cha 12
Base Atk +1; CMB +4; CMD 14
Feats Improved Shield Bash, Shield Focus, Toughness
Traits dedicated defender, trustworthy
Skills Acrobatics -8 (-12 to jump), Appraise -3, Bluff -1 (+0 to fool others), Climb -5, Diplomacy +6, Disguise -1, Escape Artist -8, Fly -8, Heal -3, Intimidate +5, Perception -3, Ride -8, Sense Motive -3, Stealth -8, Survival -3, Swim -5
Languages Common
SQ meticulous
Other Gear scale mail, heavy steel shield, longsword, backpack, bedroll, belt pouch, candle (3), crowbar, flint and steel, hemp rope (100 ft.), ink, black, inkpen, parchment, soap, torch (5), trail rations (6), waterskin, whetstone, 69 gp, 4 sp, 9 cp
--------------------
Special Abilities
--------------------
Dedicated Defender +1 to attack and checks vs SR while adjacent to a dying/disabled ally.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Meticulous -2 on all untrained skill checks
Shield Focus +1 Shield AC
Trustworthy +1 on Bluff checks to fool someone.

mellowgoth |

For your consideration, Local boy returning home Ruthviren Etiole:
Three generations of the Etiole family scraped a hard living out of Falcon’s Hollow, but a fourth seemed unlikely to do so.
When Ruthviren’s older sister reached six years old, she was thrust into the role of caretaker, allowing their surly, resentful mother to work alongside their drunken, brutish father, taking whatever work the Consortium would offer, and rarely keeping one job for long. Both children worked as soon as they could, but the coppers they brought were quickly spent on wine or whatever stronger spirits could be found. It surprised no-one that her drunken stumble at work caused the accident that claimed their mother’s life: Ruthviren was ten and his sister thirteen.
Their mother’s death seemed to be an invitation, a sinister dinner-bell, for the ever-present preachers and cultists to swarm the family, offering ‘comfort’, or railing against them – the gods obviously punishing their sinful ways by killing their mother. Their presence, and that time in particular, soured Ruthviren on religion, and, despite a few whispered pleas to Gorum or Pharasma in a desperate pinch on the battlefield, he has largely resolved to leave the Gods laone if they do the same…
Ruthviren grew up big, strong, and a little short-tempered – at least with his father. They restrained themselves for his sister Asilane’s sake, but when she accepted an offer of marriage – getting way from the house at the tender age of sixteen – the Etiole males rarely held back. Their fights became well-known locally, frequently spilling out into the street from their shack or whatever tavern in which son confronted father.
When he reached fifteen years himself, Ruthviren said goodbye to his sister and betook himself west into Isger. He spent the next three years serving with Daskine’s Devils, a mercenary company out of Cheliax, keeping the Goblins in check, occasionally sending what he could scrape together to his sister. Recently, the majority of the company was massacred by hobgoblins, and the survivors disbanded. Returning to the town of Dustpawn, he found his sister’s letter waiting for him. Her husband dead. Their broken, useless father under her roof. One toddler and another on the way. One more desperate family in Falcon’s Hollow.
Well, Ruthviren had a few more coins in his pouch now, and was at liberty. Time to go home for a spell.
Ruthviren’s coloring is fairly typical for a young Taldan. Slightly bronzed skin, weathered by a couple of years of campaigning. Medium brown hair, with a bit of tendency to grow wavy when he wears it long, as he has been the past couple of years, held back by a simple leather band. His eyes are rather changeable, reflecting is surroundings or mood, but generally settle into a golden hazel.
He is a little under six feet in height, built broad, thick, and solid, not the trim-waist/broad-shouldered ideal. His thick-fingered hands are heavily scarred from years of saw-work and fighting.
Ruthviren Etiole
Male human fighter 1
NG Medium humanoid (human)
Init +1; Senses Perception +0
Defense
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +0
Offense
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
handaxe +4 (1d6+3/×3) or
lucerne hammer +5 (1d12+4) (+5, 1d12+7 power attack w. Furious Focus)
Ranged light crossbow +2 (1d8/19-20)
Statistics
Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Furious Focus[APG], Power Attack, Weapon Focus (lucerne hammer)
Traits militia veteran (any town or village)
Skills Acrobatics -3 (-7 to jump), Handle Animal +5, Knowledge (dungeoneering) +5, Profession (soldier) +4, Ride +1, Survival +5
Languages Common, Goblin
Other Gear scale mail, crossbow bolts (20), dagger, handaxe, light crossbow, lucerne hammer, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, tent, small, torch (10), trail rations (5), traveler's outfit, waterproof bag, waterskin (2), whetstone, 43 gp, 4 sp, 8 cp
Special Abilities
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

mellowgoth |

Ruthvien, Revised:
Removed Furious Focus as a feat, added Combat Reflexes.
Switched Lucern Hammer to Glaive, though I would like to keep the hammer if equipment from Adventurer's Armory or Ultimate Equipment meets approval.
Ruthviren Etiole
Male human fighter 1
NG Medium humanoid (human)
Init +1; Senses Perception +0
Defense
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +0
Offense
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
handaxe +4 (1d6+3/×3) or
glaive +5 (1d12+4) (+4, 1d12+7 power attack)
Ranged light crossbow +2 (1d8/19-20)
Statistics
Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Combat Focus, Power Attack, Weapon Focus (glaive)
Traits militia veteran (any town or village)
Skills Acrobatics -3 (-7 to jump), Handle Animal +5, Knowledge (dungeoneering) +5, Profession (soldier) +4, Ride +1, Survival +5
Languages Common, Goblin
Other Gear scale mail, crossbow bolts (20), dagger, handaxe, light crossbow, glaive, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, soap, tent, small, torch (10), trail rations (5), traveler's outfit, waterproof bag, waterskin (2), whetstone, 43 gp, 4 sp, 8 cp
Special Abilities
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Camlo Slavik |

Hi DM Giants, this is Corsario's proposal, hope you like him.
Camlo Slavik, Varisian Sorcerer con-man
The traveler approaches the Varisian camp, and the first person to attract his sight is a young varisian man, dressed with a colorful performer outfit, talking to an innocent-looking girl.
Approaching he notices the blush on the girl cheeks, not older than 14, while the young man, even if tall, looks very young, 15 or so, without a trace of beard.
There is a small yellow viper the girl is playing with, unconcerned. But as soon as the viper sees the stranger approach it climbs to the young man's shoulder and gets it's head at the boy's ear.
The boy looks at the traveler and smiles widely. His dark brown eyes sparkle with youthful enthusiasm and glee, as his melodious voice calls out.
"Hello! Welcome to our Caravan! What can we offer you? We have food, drink, entertainment, Items from the marvelous Varisia! News from all over the world! We have girls who can dance, and men who can fight!"
The traveller shakes his head.
The boy looks around...
"Hey! We are no sczarni! We are humble but honest people, and I swear we don't like getting in problems! So tell me, what can I get you?"
-----
He is a young Varisian Sorcerer, with Arcane bloodline, getting away from his family and caravan for the first time.
He has very high Charisma, and I expect him to be the "face" of the team (check his bluff and diplomacy modifier).
He is not very much in combat, but he has some tricks up his sleeve.
But his "thing" is to use figments to confound and distract the enemies, grease to impair them, and message to keep the team communicated.
Character Sheet
Maria, his Viper Familiar, character sheet
I hope you like it! I know I am missing the Trait, I am still undecided. Any recommendations?
Any questions or comments?

garabbott |

Here's my submission! It's been a long time since I played in a PbP but I'm ready to get back into it. I'm imagining him as some sort of borderline vigilante character in Falcon's Hollow: not afraid to stand up for the little guys when he sees evil men walking all over them.
Thurman has an older brother and a younger sister, though they rarely keep in touch since their mother likewise disappeared a few years ago. She had been working back-breaking hours as a healer for several lumber sites outside of town, and one day never returned from the forest.
After this, Thurman's siblings — Sara and Corin — decided to take themselves off the grid. They've made the wild their home, alongside a small group of like-minded individuals — mostly rangers and hunters — but their life is tough and contact has grown more and more inconsistent. Nevertheless, if Thurman catches wind of Lumber Consortium movements in regions he knows his siblings frequent, he does his best to send warning.
Thurman chose to stay in Falcon's Hollow, for after losing both parents, his life became more about helping and protecting those less fortunate in his community than it was about his own survival. He's stuck his neck out more than enough times to warrant a reputation with the Lumber Consortium, and while he's taken no direct action against them, he's learned that it's better to watch his back around town: there are many evildoers around who wouldn't think twice about leaving him dead in a ditch.
Initiative: +3 Senses: +2 Perception
Languages: Common
============
===DEFENSE===
============
AC: 15 Touch: 13 Flat-Footed: 12 CMD: 15
HP: 9 (1d8+1 favored class)
Fort: +2 Ref: +3 Will: +4
============
===OFFENSE===
============
Melee:
Heavy mace, +2 (1d8+2 x2)
Ranged:
Longbow, +3 (1d8 x3)
BAB: +0 CMB: +2
Spells Prepared:
0 level (3): Detect Magic, Guidance, Light
1st level (2+1): Shield of Faith, Obscuring Mist, + Bless
============
===STATS===
============
Str: 14 Dex: 16 Con: 10 Int: 8 Wis: 15 Cha: 12
Feats (2): Point Blank Shot, Precise Shot
Trait: Ordinary (+4 to Stealth in crowds)
Skills (2): Heal +6, Sense Motive +6
Class Skills: The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Domains: Good, Community
Channel Energy: 1d6, 4 times per day.
Aura: Good
============
===GEAR===
============
Worn Gear,
Studded leather armor, 25 gp, 20 lbs.
Longbow, 75 gp, 3 lbs.
Arrows (x20), 1 gp, 3 lbs.
Heavy mace, 12 gp, 8 lbs.
Backpack, 2 gp
Bedroll, 1 sp, 5 lbs.
Hemp Rope (50 ft), 1 gp, 10 lbs.
Trail Rations x2, 1 gp, 2 lbs.
Manacles x1, 15 gp, 2 lbs.
Money,
8 gp
20 sp
53 lbs. carried
58 lbs -> 116 lbs -> 175 lbs

DM Giants |
1 person marked this as a favorite. |

@KenderKin - Thanks for the link I did not even know there where traits made for Darkmoon Vale.
If anyone would like to use the Traits from the link go right ahead.
Here is a good link for the Darkmoon Vale Traits. Traits
Download the whole thing and the Traits are on page 54. It is a free download.

DM Giants |

I will be making a list of character submission by the end of the week to give everyone and idea of where any holes in the party maybe.
As stated in the Character Creation Guidelines - Players may apply with as many characters as they want but only one character per player will be chosen for the campaign.

DM Giants |

Here are the players/characters so far.
Melee
-----Storyteller Shadow - Farid Heydar Human Barbarian
-----Xenocide - no name - Human Fighter
-----Mellowgoth - Ruthviren Etiole - Human Fighter
Divine Caster
-----Jerecuda - Krogram - Dwarven Cleric
-----Garabbott - Clinton Byrus - Human Cleric
Arcane Caster
-----Corsovia - Camlo Slavik - Human Sorcerer
Hybrid
-----Papa-DRB - no name - Human Bard
-----Kenderkin - - Half Orc Paladin
-----Bhoors Thistledown - Human Ranger

DM Giants |

Here is the final list the players/characters so far.
Melee
-----Storyteller Shadow - Farid Heydar Human Barbarian
-----Xenocide - no name - Human Fighter
-----Mellowgoth - Ruthviren Etiole - Human Fighter
Divine Caster
-----Jerecuda - Krogram - Dwarven Cleric
-----Garabbott - Clinton Byrus - Human Cleric
Arcane Caster
-----Corsovia - Camlo Slavik - Human Sorcerer
Hybrid
-----Papa-DRB - no name - Human Bard
-----Kenderkin - - Half Orc Paladin
-----Bhoors Thistledown - Human Ranger
-----Rorek55 - no name - gnome rogue/bard