
Hokina |

Perched at the edge of civilized lands, the small town of Falcon’s Hollow has always had to rely on itself to solve its problems. Meanwhile, the uncaring lumber barons squeeze the common folk for every last copper, deaf to their pleas. Now the hacking coughs of the sick are heard throughout town. The plague has come to Falcon’s Hollow and the town’s leaders can’t be bothered to stop it.
Hello. I am a new-ish GM. I am running the Beginners Box (with normal PF rules) on a different site right now, but it is slow moving.
While I would like to run an AP, I want to hold off till I get a feel for this site.Hollow’s last Hope is very short. Falcon's Hollow has a list of modules that fit well with each other well. So if this module works out, and the players want, we can move on to the next one.
I am looking for 4 players for this pbp.
Town Background:
Falcon's Hollow is the town founded on the edge of Darkmoon Vale. Darkmoon Vale is the only place that grows the rare Darkmoon wood. Many come to this town to seek their riches. Most find themselves working for the Lumber Consortium. The work is hard, and the pay is small.
Character Creation Guidelines:
Starting level: 1st, Fast xp advancement.
Stats: 25 point buy
Hit Points: Max at first level, Half round up after.
Starting Gold: 100 or average starting gold.
Classes: Core, Base, Hybrid.
Races: Core, but you can ask if you want to play any of the other common playable races. Over 90% of town pop is human.
Traits: 2. You may (but don't have to) pick 1 from this 3rd party.
Character Background:
The traits linked above can help with ideas.
Darkmoon wood is the largest trade. Maybe you were hired as a caravan guard or traveled with the caravan to see/study the Darkmoon woods. Maybe to find out why the Darkmoon wood grows so well here, but fails to grow anywhere else.

GM Niles |

As someone who has GMed most of the Darkmoon Vale modules on this site, I applaud your choice of to do a module before you do an AP! If you need any statblocks/maps/ideas please feel free to PM me, I have tons.
So far we have done
Hollows Last Hope
Crown of the Kobold King
Pallid Princess (PFS scenarion set in the Vale)
Carnival of Tears
Revenge of the Kobold King
and a ton of Homebrew stuff including electing a mayor and new sheriff of Falcons Hollow
We are currently on Tower of the Last Baron.

Hokina |

I am glad there is interest. It does not look like I put a time table in the OP. So how does have a submission in by the 18th sound?
I presume that you do not want to deal with psionics. At least not yet.
I have not been in a game with psionics outside of 3.5. Maybe I will look into it before I run an AP, but for now; no psionics or Occult Adventures.

Deaths Adorable Apprentice |

I would love to play. I work the night shift so my posting time is around 3pm to 5pm and 3am to 6am. Give or take about two hours it I receive the gift of insomnia.
I did run though some of this for a game I am running but that was some time ago. If I get to play I will not use any of the out of game knowledge to guide the plot, I swear. That and my group went a totally different route than the book suggested. I had to improvise almost everything. And it is going to level 20 and using the mythic stuff. I will only use knowledge that could be found local by the PC if they are from there.
I have three that I would be happy to do depending on what is needed.
A traveling Ranger with a wolf companion who will go melee and ranged.The Ranger will be a lot of damage but behave like a Druid.
A de-buffing witch. Though she will have some blasting capabilities.
Or if i can a Halfling Cavalier. I have yet to get to mess with that class and it looks like a lot of fun. This is the one i want more but I know little about.

Hokina |

Hmm. I'll get back to you on a human inquisitor of Iomedae for your consideration.
There is a small church to Iomedae in the town run by Lady Cirthana. If you came from out of town, maybe she requested help.
Would you allow a Wayang Witch(Grave-Walker)or(Hedge-Witch)? Progression to Witch (Grave-Walker)or(Hedge-Witch)/Rogue(Knife-Master)?
Thanks!
If not I also have a concept for a Suli Bloodrager.
Like I said in the OP. I like to keep races core but willing to think about some of the more common non-core races. Both Wayang and Suli are to far out.

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Ah! Would love to play in this! I'm at work, so I can't throw a character together at this minute, but I just got the Familiar Folio and am itching to play that Wizard archetype where the familiar is carrying the soul of a departed loved one. Name escapes me at the moment...
Or a Chosen One Paladin.
I'll try to have something complete by Thursday!

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Would you by any chance consider a Paladin of Asmodeus? (Inquisitor for all intents and purposes. I just want to CALL her a Paladin... that is, unless of course, you let me PLAY a Lawful Evil Paladin -which would be loopy within itself-)
My concept would certainly revolve around the Werewolf Hunter trait. Perhaps someone sworn to protect Falcon's Hallow by any means necessary. Maybe a Hellknight sent to work with the city guard.
If you'd rather shy away from LE, I could come up with a ranger with pretty much the same goal, except with different specialties as to how to fight the forces which threaten the town... or perhaps just a standard Paladin of Abadar...

Budd the C.H.U.D. |

I'm still interested in this, but not sure what sort of class to play. What've we got proposed so far? Seems like a few martial-types (rangers ahoy!), arcane-types, and a rogue... Probably a divine character for the sake of party balance. Not for me, though- I've done too many divine characters lately, and am in the mood for something different.
Bard, maybe? Or a druid? That's different enough from the cleric/inquisitor stuff I've been doing lately to still work for me.

Hokina |

I would like to put up my Elven Rogue. All his info is in his alias, let me know if I am missing anything.
Would the "Hounds" been the type to pay a 'fee' to operate in the area?
Would you by any chance consider a Paladin of Asmodeus? (Inquisitor for all intents and purposes. I just want to CALL her a Paladin... that is, unless of course, you let me PLAY a Lawful Evil Paladin -which would be loopy within itself-)
My concept would certainly revolve around the Werewolf Hunter trait. Perhaps someone sworn to protect Falcon's Hallow by any means necessary. Maybe a Hellknight sent to work with the city guard.
If you'd rather shy away from LE, I could come up with a ranger with pretty much the same goal, except with different specialties as to how to fight the forces which threaten the town... or perhaps just a standard Paladin of Abadar...
While LE fits with the town, there may be conflict if others in the party want to make the town a better place.
I like to stay away from LE till I got more experience.Would catfolk be okay?
The people are fearful of Fay, but Catfolk should be fine.
Hokina what kind of posting rate are you looking for?
I would like 1 post a day and people to say if they will not be on for a few days. If there are days that you have a harder time posting (weekends, Tuesdays, ...) it is fine
For combat I will have a set time that I will post the round each day. Anyone who has not posted will just do some normal attack. I can retcon a change of action late.If there are days (like weekends) that people want me to, I can hold off on posting the combat round unless everyone has posted.
I'm still interested in this, but not sure what sort of class to play. What've we got proposed so far? Seems like a few martial-types (rangers ahoy!), arcane-types, and a rogue... Probably a divine character for the sake of party balance. Not for me, though- I've done too many divine characters lately, and am in the mood for something different.
Bard, maybe? Or a druid? That's different enough from the cleric/inquisitor stuff I've been doing lately to still work for me.
Quick List of what has been talked about above (* have submissions posted):
Human Inquisitor of IoedaeWizard
*Human Ranger (falconer, trapper)
Ranger, Debuffing Witch, or Halfling Cavalier
*Half-orc Brawler
Wizard or Paladin with Familiar
Elven Rogue
Human Fighter

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I think I'll stick with an Inquisitor of Abadar then. When I write the backstory I will definitely make it so that he is loyal to the town first and foremost. As long as the party isn't trying to harm the town, he'll have no problem helping out.
I think I'll try for a ranged build. Human as well... possibly a member of the city watch. (Simple guard, no one important)

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Here is my submission
Male human oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +7; Senses Perception +5
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee silver bastard sword +4 (1d10+3/19-20) or
. . bite -2 (1d4+1)
Oracle Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—cure light wounds, divine favor, shield of faith
. . 0 (at will)—detect magic, detect poison, purify food and drink (DC 12), read magic
. . Mystery Battle
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Statistics
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Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 15
Base Atk +0; CMB +3; CMD 14
Feats Extra Revelation[APG], Improved Initiative, Weapon Focus (bastard sword)
Traits reactionary, - custom trait -
Skills Acrobatics -2 (-6 to jump), Diplomacy +6, Intimidate +6, Knowledge (history) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Spellcraft +5
Languages Common, Draconic
SQ oracle's curse (wolfscarred face), revelations (skill at arms, weapon mastery), wolf's bite
Other Gear kikko armor, silver bastard sword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, trail rations (5), waterskin, 66 gp, 2 sp, 1 cp
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Special Abilities
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Wolf's Bite You gain a natural bite attack that deals 1d4 points of damage if you are a Medium creature or 1d3 points of damage if you are Small.
At 5th level, your bite damage increases to 1d6 if you are Medium or 1d4 if you are Small.
At 10th level, the
Wolfscarred Face Your face is deformed, as though you were born with a wolf ’s muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face. You have a severe speech impediment.
What better way to hunt beast but to use one of there own. My father was the best there was at hunting the darkness, but even the best can fall.
Having hidden the fact he was wounded by a werekin, he went home to his family. He lasted several months before his team started to pick up on the pattern. Unfortunately it wasn't in time before Hound's mother was attacked. The good new was that she was treated and responded well. The bad news, Hound was months along in the pregnancy.
It was obvious from birth that Hound had been marked from that encounter. So the hunters used him. From a young age, he was trained to fight the virus that disfigured him. Learning the skills and weapons that made the hunters unique. He was in his teens when the call of battle brought his other gifts to play. His disfigurement seemed an extension of his gifts, so he embraced his new found path.
Since his teens, he's been left off a proverbial leash. Allowed to roam where he wills. He spent it traveling around ending up the Falcon's Hallow. Now he works as a merchant guard, staying out of sight as much as possible, but things change. The winds of change now blow in Hound's direction

Soul Albrak PbP |

Here is everything on Soul, it ca also be viewed on his profile! Good luck to everyone who has applied.
Soul Albrak
Human Fighter 1
Chaotic Good Medium
Deities: N/A
Age: 20
Height: 5’-3” Weight: 155lbs
Init +2; Senses Perception +0
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Defense
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AC 16, touch 12, flat-footed 14
HP 13 (1d10+3)
Fort +4, Ref +2, Will +0
Lamellar (Leather) Armor
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Offense
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Speed: 30 ft.
Scythe: Att: +6, Dmg: 2d4+6, Crit: x4
Scythe: w/Power Attack: Att: +5, Dmg: 2d4+7, Crit: x4
Heavy Flail: Att: +5, Dmg: 1d10+6, Crit: 19-20 x2
Heavy Flail: w/Power Attack: Att: +4, Dmg: 1d12+8, Crit: 19-20 x2
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 11, Cha 12
Base Atk +1; CMB +5; CMD 17
Feats: Power Attack, Weapon Focus: Scythe, Improved Trip
Traits: Werewolf Hunter, Undead Slayer
Skills: Acrobatics +1 , Appraise:+1, Bluff +1, Climb +2, Diplomacy +2, Disguise +1, Intimidate +1, Knowledge (dungeoneering) +5, Survival +4, Swim +2
Languages: Common, Draconic
Other Gear: 55(gp) 8(sp) 8(cp)
Gear: Backpack (2gp), Bedroll (1sp), 2x Belt Pouch (2gp), Flint & Steel (1gp), (8sp), Silk Rope (10gp), Weapon Cord (1sp), Waterskin (1gp), Whetstone (2cp), Explorer’s Outfit (3gp)
Soul Albrak grew up on a small farm on the Darkmoon Plains near the River Foam between the Candlestone Caverns and Falcon’s Hollow and Arthfell Forest. His family was simple farmers and traded regularly with Falocn’s Hollow. Life was simple though hard. Always working in the fields and watching out for each other. Werewolves, goblins, kobolds and undead were always a risk but never usually a direct threat to the farm. However one day Soul’s father and mother were our near Candlestone Caverns looking for a unique herb that would help with healing a fever his sister had contracted when they were attacked by a swarm of undead that came out of the cavern. Soul’s father put up a valiant fight which aided in his mother’s escape. Alas as she ran she saw her husband fall beneath a hoard of the monsters and get devoured.
Soul’s mother was never the same after that and Soul’s sister died from the fever because they were not able to get the herb. Soul’s mother eventually succumbed t grief and passed away. Soul was left with only his only remaining relative, his uncle who lived about a mile away closer to the Arthfell Forest. Unfortunately this was not to last either. After only five months of living with his uncle a pack of werewolves from the Arthfell attacked their home after being harassed by some lumberjacks further south. Being only 12 at this time Sould had no defense against the attack and his uncle died protecting him by leading the pack into the woods and way from the house. One stray werewolf left the pack smelling a human in the house. The lycan found Soul and readied an attack but just before pouncing a man with a silver scythe entered the house and decapitated the thing. Knowing the fate of this child’s relative or caretaker, for Richter knew not which, he decided to take him in.
After traveling and training with Richter for eight years at the age of 20 Richter and Soul were attacked and separated by a pack of werewolves near Wolfrun Hills. Although Soul was able to handle the single lycan that followed him Richter was not so lucky he was torn to pieces by the pack and left in a pile of flesh and bone for Soul to find. When Soul was able to retrace his steps back to his master what he found broke something inside of him. A flood of suppressed memories from his past, his father, mother, sister, and uncle all resurfaced in his mind. Burning his master’s remains so nothing could touch him again Soul took his master’s silver scythe and headed to Falcon’s Hollow with a vow to kill and destroy any unnatural creature he ever came across. His new mission is to find a group of strong people to help him in this quest knowing full well that strength resides in numbers.

Hokina |

In the third party group list of traits is Pathfinder Recruit. If I take this would you consider me part of this group?
I don't know why a 3rd party would make a trait based on pathfinder society.
The trait is fine I guess.would an investigator work well here?
Submit what you want.
What has been submitted (class and alignment):
Ranger (NG), Brawler (CG), Rogue (CN), Wizard(?), Inquisitor (LN), Oracle (CG), Bard (CG), Fighter (CG)
Mostly what I am looking at is background.
Alleran Odeber - His connection is nice. Opens him up to getting a few request for little side missions (faction mission like stuff).
Sailboat - I like the Brawler class. The trouble is there is not a lot of ship stuff in the area. The river that the town sits on is in a bad area. Up river a ways is a waterfall. Right down river is the Wolfrun Rapids.
There need to be more stuff like skull and shackles.
Zova Lex - The Lumber Consortium (who control much of the town) and Cheliax don't like each other. The sheriff Deldrin Baleson also does not like Lumber Consortium. As the LAW in the town I believe that the Sheriff would be Zova's connect as a guard.
Hound - Wolf flavor is nice.
Shirraj - don't have any background yet, but like for Hound; being Catfolk will make you stand out some. Opens it up for RP flavor and interactions.
Soul Albrak - A simple Fighter. Nothing wrong that I can see with a quick look. There was a large rush of Werewolves not long ago. While they got pushed back, there would be a call for people with hunting skills.
Samuel Soulkeeper- Have not posted any background. Good setup for a summoning Wiz.
Rolus Brime - I asked above about the Hounds of the Hollow. It is a good background and setup. I have some ideas if he ends up being picked.
Hokina, do you know when you will be making a decision on the group? I did not see a closing date for applicants? Forgive me if I have missed it. :-) Thanks!
Also any feedback on Soul would be much appreciated. Thank you!
I said above everyone should have their submission in by the 18th. If I was to pick right now, I know which ones I would pick.

Zova Lex |

Much appreciated. I could work that into the background I have posted. Perhaps to mitigate some of the hostilities, I could be a Chel of Ulfen descent so I at least don't look like your standard Chelaxian. It also helps that I am not a devil worshiper.
So the Sheriff is Zova's connect. That would definitely work. It could serve as a primary goal of Zova's to either end the Lumber Consortium's rule on the town, or at the very least root out the corruption within it. Abadar is the god of both laws AND wealth after all. So if chosen, would Zova be a rank and file guard or would she be saved for 'nonstandard' assignments, almost like a detective of sorts?

Samuel Soulkeeper |

I worked out the background section for Samuel. I would like him to have a connection with someone else of the party, having previously adventured in the region, or met in Falcon's Hollow (Samuel lived here for 5 or 6 years but has been out during the last 20 years).
His connection with the adventure is his aunt, Lila Soulkeeper, whom seems to be on trouble at the start of the module. He is coming back to Falcon's Hollow under her request.
Lila is some kind of old arcane minor power of the city, perhaps a witch or something like that, as she was the one who taught the basics of wizardry on the young Samuel before he went adventuring.
Samuel is neutral and a follower of Nethys, the god of magic. Despite his Chelish origin (his parents where from that ethnicity) he has never lived on that country and having travelled an lived in most of central Avistan countries he is much of a cosmopolitan one.

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I worked out the background section for Samuel. I would like him to have a connection with someone else of the party, having previously adventured in the region, or met in Falcon's Hollow (Samuel lived here for 5 or 6 years).
His connection with the adventure is his aunt, Lila Soulkeeper, whom seems to be on trouble at the start of the module. He is coming back to Falcon's Hollow under her request.
Lila is some kind of old arcane minor power of the city, perhaps a witch or something like that, as she was the one who taught the basics of wizardry on the young Samuel before he went adventuring.
Samuel is neutral and a follower of Nethys, the god of magic. Despite his Chelish origin (his parents where from that ethnicity) he has never lived on that country and having travelled an lived in most of central Avistan countries he is much of a cosmopolitan one.
Perhaps he and Zova met in the town during a case, and became friends after the fact? I can imagine Zova having lived in town for about a year before the adventure begins.

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Alleran Odeber - His connection is nice. Opens him up to getting a few request for little side missions (faction mission like stuff).
Good to hear! I am going to tweak the background just a little bit to add in a couple years of lumberjacking before joining the army. I checked your link to the 3rd party campaign traits and really liked how well Lumberjack fit Alleran's proclivity for axes. I left off before he met with the regiment adjunct as your opening to introduce the character to the campaign. Please let me know if there is anything I can explain/account for on the character.

Arrack Stormbringer |

My name is arrack. I am a former member of the tribe of the wolf. I am a wanderer now. I seek only glory, and to slay the necromancer that destroyed my tribe. I come to Darkmoon vale for two reasons. One as a mercenary for hire, the other, because I have heard of rumors of a lich arounda bout. I am Arrack, the Stormbringer of The tribe of the wolf, and I will have my vengeance.
submitting a barbarian for this game. Invulnerable Rager. His stats are in line with the Pt buy, however I will have to change out the rest :P

Ford Benett |

I'm gonna toss this character into the ring, see if perhaps he can't do a little good. A NG Human Forgemaster Cleric, here to forge hope and peace for Falcon's Hollow (and also do some research on the monastery and forges that used to be around here).
Male Human Cleric (Forgemaster) 1
NG Medium Humanoid (Human)
Deity: Torag Homeland: Varisia
Init +0; Senses Perception +2
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Defense
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AC 15 Touch 10 Flat-footed 15 (+5 Armor)
HP 10/10
Fort +4 Ref +0 Will +4
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Offense
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Speed 20 ft.
Melee Morningstar +2 (1d6+2/x2)
Ranged Sling +0 (1d4+2/x2) 50'
Special Runeforging 6/day (6/6)
-Forgemaster's Blessing
Artificer's Touch Damage 1d6+1 5/day (5/5)
Domains Artifice
Spells Prepared
0th - Create Water, Detect Magic, Guidance, Mending (At Will)
1st - Animate Rope (Domain), Lead Blades
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Statistics
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Str 14, Dex 10, Con 14, Int 16, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Racial Heritage (Dwarf), Extend Spell
Traits Adopted (Warsmith), Pragmatic Activator, Surveyor
Skills Craft (Armor) +7, Craft (Weapons) +7, Kn. Arcana +7, Kn. Engineering +7, Kn. Religion +7, Spellcraft +7
Languages Common, Dwarven, Undercommon, Terran
Combat Gear Scale Mail, Morningstar, Sling w/ 10 bullets
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Equipment
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Scale Mail (50 gp)
Morningstar (8 gp)
Sling (0 gp)
Sling bullets (10) (1 sp)
Cleirc's Kit (9 gp)
-Backpack
-Bedroll
-10 candles
-Cheap Holy Text
-Flint & steel
-Iron pot
-Mess kit
-Rope, hempen (50 ft)
-Soap
-Spell component pouch
-Torches (10)
-Trail rations (5 days)
-Waterskin
-Wooden Holy Symbol
Holy Water (2 flasks)
22 gp 9 sp
Although welcomed among his new family, Ford found that being a human growing up among dwarves was a challenge. He lacked their hardy physique, fortitude, and stout builds, making some of the tasks he pursued around the forge difficult. Nonetheless, he displayed a cunning intellect and found great interest in the tomes contained in the convent library, reading about the ancient ways of dwarven smiths in the past. Amid his delves into literature, he discovered the ancient art of rune smithing, which utilized magic runes to supplement his slow progress in forging. Although a long forgotten and untaught art within his clan, Ford's persistence allowed him to begin replicating the process, using his books, his wits and good old fashioned trail and error to eventually learn how to craft magnificent tools, weapons and armor.
Once pleased with his progress, he brought his newly mastered craft to his dwarven caretakers, both astounded and proud of the young man's progress, and grateful that his diligence had revived an ancient practice. Seeing potential in Ford has both a craftsman and scholar, his clan began to introduce him to more divine methods, how to honor Torag through smithing and how he would grant power to those who honored him. Finally, having completed his rites, Ford was a fully-fledged member of the dwarven race, at least in his adoptive family's eyes, and could harness the powers of both the forge and the divine.
Pleased with his tremendous progress, Ford began to venture out from his adoptive home, visiting various forges and ruins of old to catalog their remains and bring them back to the convent. While he finds great pleasure in delving the unknown and studying the past, part of him hopes that these ventures will, at some point, lead him to his real parents, and perhaps finally yield some answers as to who he once was and why he was abandoned so long ago.
Ford's latest venture takes him to a small village on the edge of Darkmoon Vale, seeking information about a long abandoned dwarven monastery that may still reside somewhere deep in the forest.