Falcon's Hollow Freedom (Inactive)

Game Master Reckless

Adventure and intrigue in and around the most despotic town in all of Andoran.


The Darkmoon Woods is ripe for adventurers, but the local town is ruled with an bloody fist in the form of Thuldrin Kreed, Gavel of the Lumber Consortium, and his enforcer Paydem "Payday" Teedum.

Can you work with these despots while earning your place in history or will you join Sheriff Deldrin Baleson's secret crusade for Freedom in Falcon's Hollow?

An OpenRPG run Pathfinder Game.

Reckless’s Falcon’s Hollow OpenRPG Campaign

Run on OpenRPG Monday Nights 7:30-11:30pm EST.

This is be a homebrew game, using some elements of Falcon’s Hollow and its environs as described on the Pathfinder Wiki, but re-purposing/restructuring many of the specific locations and people.

Cast of Characters

Ashel, Half-Elf Druid by Flamester; Moonblooded(Silversheen), Outsider:We Don't Know You

Spoiler:
Ashel
Male Half-Elf Druid 1
NG Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +10
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6; +2 vs. enchantments
DR 1/silver; Immune magic sleep, disease; Resist elven immunities
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Offense
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Speed 20 ft.
Melee Quarterstaff -1 (1d6-1/x2)
Druid Spells Prepared (CL 1):
1 (2/day) Entangle (DC 15), Burning Disarm (DC 15)
0 (at will) Spark (DC 14), Create Water, Light
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Statistics
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Str 8, Dex 14, Con 12, Int 10, Wis 18, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats Augment Summoning, Skill Focus (Knowledge [nature]), Spell Focus (Conjuration)
Skills Acrobatics -1 (-5 jump), Climb -4, Escape Artist -1, Fly -1, Handle Animal +4, Knowledge (nature) +10, Linguistics +1, Perception +10, Ride -1, Stealth -1, Survival +11, Swim -4; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven, Sylvan
SQ animal companion link, elf blood, nature bond abilities (animal companion), share spells with companion, spontaneous casting, wild empathy
Other Gear Leather armor, Quarterstaff, Backpack (empty), Bedroll, Trail rations (7), Waterskin, 54 GP
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Damage Reduction (1/silver) You have Damage Reduction against all except Silver attacks.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Immunity to Disease You are immune to diseases.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Daniel Ravenborn, Human Paladin of Shelyn by Kodi; Child Prodigy, Outsider:You Don't Know Us
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Dar, Elf Wizard(Illusionist)by PhillyG; Child Prodigy, Poor Upbringing (Wealth)
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Krand the Ugly, Half-Orc Barbarian by Kyndig(Synjin); Orphanage Survivor, Kreed's Justice (Eye)
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Opal, Human Sorcerer(Crossblooded) by Pokeapache(Seldrim); Orphanage Survivor, Kreed's Justice(Hand)
Spoiler:
Opal
Human (Keleshite) Sorcerer (Crossblooded) 1
N Medium Humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1; +2 trait bonus vs. divinaton effects
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Offense
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Speed 30 ft.
Melee Morningstar -1 (1d8-1/x2)
Sorcerer (Crossblooded) Spells Known (CL 1):
1 (4/day) Sleep (DC 14)
0 (at will) Arcane Mark, Acid Splash, Detect Magic, Prestidigitation (DC 13)
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Statistics
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Str 9, Dex 14, Con 12, Int 12, Wis 10, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Elemental Focus (Electricity), Eschew Materials, Greater Elemental Focus (Electricity), Skill Focus (Knowledge [arcana])
Traits Carefully Hidden
Skills Intimidate +7, Knowledge (arcana) +8, Perception +4, Spellcraft +5
Languages Common, Draconic, Kelish
SQ bloodlines (djinni, draconic [bronze dragon [electricity]]), electricity ray (1d6) (6/day)
Other Gear Morningstar, Backpack, masterwork (empty), Bedroll, Flint and steel, Rope, Waterskin, 8 GP, 9 SP
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Special Abilities
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Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Djinni You were born with the power of air genies, and the magic of the djinn is strong in you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's d
Draconic (Bronze Dragon [Electricity]) +1 damage per die for [Electricity] spells.
Electricity Ray (1d6) (6/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this a
Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.


Terra Pan, Catfolk Rogue by Gwen; Fey Blessing(Blessing of Luck), Outsider: We Don't Know You
Spoiler:

Terra Pan
Female Catfolk Rogue 1
CG Medium Humanoid (catfolk)
Init +3; Senses scent; Perception +4
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +0
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Offense
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Speed 30 ft., climbing (20 feet)
Melee Claw x2 (Cat's Claws) +3 x2 (1d4+1/x2)
Ranged Shortbow +3 (1d6/x3)
Special Attacks sneak attack +1d6
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Statistics
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Str 12, Dex 16, Con 12, Int 12, Wis 10, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Point Blank Shot, Weapon Finesse
Traits Andoren Freedom Fighter
Skills Acrobatics +6, Bluff +6, Climb +12, Disable Device +7, Escape Artist +6, Fly +2, Knowledge (dungeoneering) +5, Perception +4 (+5 to locate traps), Ride +2, Sleight of Hand +6, Stealth +6, Swim +0
Languages Catfolk, Common, Sylvan
SQ cat's luck (1/day), trapfinding +1
Other Gear Studded leather armor, Arrow, durable (20), Shortbow, Backpack (empty), Belt pouch (empty), Charcoal stick, Flint and steel, Silent whistle, Silk rope, Thieves' tools, Trail rations (4), Twine (50'), Waterskin, 16 GP, 5 SP, 9 CP
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Special Abilities
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Andoren Freedom Fighter +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climbing (20 feet) You have a Climb speed.
Fey Blessed, Blessing of Luck: Once per day, when you roll a natural 1 on any die, you may choose to reroll that die. You must take the result of the second roll.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Flaw
Outsider: We Don't Know You: The people of Falcon’s Hollow are loathe to accept outsiders, for fear of being hurt or taken advantage of. You suffer a -2 penalty to all charisma-based skill checks when dealing with the people of Falcon’s Hollow. Once you reach 5th level, this penalty is reduced to -1.


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The Orphans

Krand and Opal came to the Orphanage at different ages, but essentially grew up together under the watchful and caring, but strict, Elara. Elara was a bit of a religious fanatic, determined that no child of Falcon’s Hollow would go without a “proper” upbringing due to unfortunate parental circumstances. With the accident rate at the lumber yards, and illnesses taking parents too sick to afford proper care, she hardly wanted for charges, having anywhere between seven and twenty three children in her care over the years.

This changed a when the orphanage caught fire. Krand and Opal were lucky enough to find an unshuttered window and jump to relative safety as the flames licked up around them and screams and choking coughs echoed around them. No one else made it out of the orphanage alive. (Krand may wish to have scars from the fire as part of his ugliness)

Sharon Bayward, a local woodyard widow and survivor of three of her own children, took the young charges into her home, in exchange for their aid in tending her small farm. Sharon was barely twice the age of Opal herself, but terribly lonely since the passing of her youngest child Annalese. The Orphans’ nights were filled with nightmares from their experience in the fire, and the shared terrors brought them closer together.

One fateful day not too long ago, Krand and Opal were running an errand at the market for Sharon, when they crossed paths with Jurin, son of the notorious Lumber Baron Thuldrin Kreed. Jurin was frightened at the sight of Krand, being a generally weak and frightful lad, and began wailing. Opal reached out a hand to comfort the lad, trying to calm him down.

Unfortunately for the pair, Kreed and his men had been searching for the boy, and came upon the scene. Kreed, a bully of a man, immediately set upon the duo, ordering his man Payday Teedum to “Stomp that half-breed scum while I deal with my weakling boy.” Payday was more than happy to oblige, tripping Krand and following up with a nasty stomp to the head which left the half-orc unconscious in one blow. Kreed then demanded to know why an orphan scum thought she had the right to touch his boy, and why his boy was wailing like a baby in public. The boy stammered out something about the way Krand looked at him. Kreed smiled, his mind working along its evil pathways.

Kreed grabbed Opal’s hand away from his son. “This hand has touched the blood of my blood.” He declared. “And therefore, become too good for an Orphan scum like you. Gark, give me your axe.” Opal tried to pull away, but the men grabbed her and held her down so their boss could remove the offending appendage. As she lay screaming and bleeding, he said “Oh, and Payday, I believe the half-breed owes my son one of his eyes for the way he looked at him.”

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Basic character creation guidelines: 15 point buy, max starting HP, average starting gold by class. One Trait from the general Trait list and one Trait from the Campaign Traits below. You may also choose one Flaw from the Campaign Flaws listed below; this is optional.

Reckless’s Falcon’s Hollow Campaign Traits

Spoiler:

Select one Trait from the general Trait list and one Trait from below:

Axe Swinger
It seems like you were born with an axe in your hand. Growing up around lumberjacks has made these tools available to you throughout your childhood and you’ve become especially proficient with them. You gain a +1 trait bonus on attack rolls with handaxes , waraxes, and throwing axes. If you are a Dwarf, this bonus also applies to dwarven waraxes.

Child Prodigy
You’re something of a wonder, maturing faster than members of your race normally do. You are the minimum age for your race and class, instead of rolling randomly. In addition, pick any one skill. You gain a +1 trait bonus to that skill and that skill is always a class skill for you.

Fey Blessed
The Fey have a strong presence in the Darkmoon Woods. You or one of your parents had a rare friendly encounter with one of these inhabitants. Choose one of the following boons:

Blessing of Healing: Whenever you heal naturally, you heal one additional hit point (up to your maximum.) Additionally, you gain a +1 trait bonus to saves against plant-based poisons.

Blessing of Luck: Once per day, when you roll a natural 1 on any die, you may choose to reroll that die. You must take the result of the second roll.

Blessing of Magic: Choose one spell you’re capable of casting at first level. Your caster level for this spell is increased by one.

Favored Child
You grew up in one of the few wealthy families of Falcon’s Hollow. Your beginning wealth is the maximum for your class instead of average.

Forgeborn
You grew up to the sounds of steel beating steel, the child of a smith and devoted follower of Torag. You gain a +1 trait bonus on either Craft (Armor), Craft(Blacksmith), or Craft (Weapons) skill checks and the chosen skill is always a class skill for you. Additionally, you gain a +2 bonus on all charisma-based skill checks when dealing with Dwarves of the Five Kings Mountain region.

Lost Lore
You’ve managed to get your hands on a genuine Dungeon Guide for on of the following locations:

Droskar’s Craig Caves: Droskar's Crag is a dormant volcano located in northern Andoran, in the region known as Darkmoon Vale. Part of the Five Kings Mountains (although not claimed by that dwarven nation, the mountain consists of two primary peaks, known as the Hammer and the Anvil, the taller of which rises to an altitude of 28,822 feet. The volcano last erupted in 3980 AR in a massive explosion known as the Rending, which transformed the entire region. This Dungeon Guide serves as an exploration of a large cave system in the base of the volcano, rumored to be inhabited by a red dragon, possibly even a child of Daralathyxl, the Great Wyrm.

Droskar’s Forge: Sleeping in the shadow of Droskar's Crag on the edge of Darkmoon Vale lies the now ruined monastery once known as Droskar's Crucible. At its prime, the monastery was home to dwarven clerics of the malevolent god Droskar, who urged them to ever toil in making weapons on their great forges. This Dungeon Guide includes the original architecture of the monastery as well as a brief exploration of the mines of its underbelly.

Silverglint Mines: Once a promising silver mine, the diggers of this abandoned complex uncovered a deeply sealed evil decades ago, unleashing it on their camps. The entire company disappeared without a trace and no one has sought to rebuild the efforts at mining since. This Dungeon Guide, written only two years ago by a Pathfinder agent determined to discover its secrets, details the Pathfinder’s findings. The Guide was discovered near the smoking ruins of Elara’s Halfway House, the local orphanage, which was burned to the ground with its occupants still inside.

Lumberborn
You grew up in a lumber family. You gain a +1 trait bonus on Profession(lumberjack) skill checks and Profession(lumberjack) is always a class skill for you. Additionally, you gain a +2 bonus on all charisma-based skill checks when dealing with members of the Lumber Consortium of Falcon’s Hollow.

Moonblooded
One of your ancestors was bitten by a were-creature but cured before the lycanthropy could take its hold. Something of the curse still lingers in your family, however, affecting its members (including you) in one of the following ways:

Bloodboil: You gain the ability to rage, like the barbarian ability of the same name, for one round once per day.

Resistance: You gain a +2 trait bonus on saves vs. supernatural diseases such as lycanthropy and mummy rot.

Silversheen: You gain DR 1/Silver or Magic.

Orphanage Survivor
When the orphanage outside of town burned to the ground two years ago, you were (one of) the only survivor(s). You were fortunate enough to be taken in by a local family after the fire, but are still plagued by nightmares of what happened that night. You have learned to adapt to having less rest, and need two fewer hours each night of rest or meditation to gain the benefits of a full night’s rest.


Reckless’s Falcon’s Hollow Campaign Flaws (Optional)
Spoiler:

You may select one flaw from the list below. In return, you gain a bonus feat OR a +1 inherent bonus to one stat.

Kreed’s Justice

In his position as Gavel (the local leader) of the Lumber Consortium in Falcon's Hollow, Thuldrin Kreed actually owns the town. Kreed abuses this position often and publicly. He is a sadistic, cruel man and not shy of open brutalization or murder if someone dares to oppose him or simply is in the wrong place at the wrong time.

His instrument for this is usually Payden “Payday” Teedun, a brutal thug who extracts payments in coin and flesh.

At some point in your past, you made the mistake of crossing-or just crossing paths, with Kreed, and “Payday” came knocking to extract Teedum’s pound of flesh. Choose one of the following:

Eye: One of your eyes has been put out. You’ve adjusted somewhat, but still suffer a -2 penalty to Perception checks and a -1 penalty to ranged attacks. Once you reach 5th level, you no longer suffer the -1 penalty to ranged attacks.

Hand: You have lost one of your hands. Over the time since then, you have learned to cope with many of the disadvantages, but when attempting to perform any actions that require two hands, you suffer a -4 penalty to all skill checks, stat checks, and attack rolls. Once you reach 5th level, the penalty is reduced to -2.

Coin: You start the game with one set of clothes and 5 gp worth of equipment instead of the normal “average” starting wealth.

Poor Upbringing

Life in Falcon’s Hollow is rough for those poor enough to ill afford food and medicine. Many don’t make it to adulthood, and your childhood has left you feeling the effects of your family’s poverty.

Choose one of the following:

Health: You were sickly growing up, your parents sheltering you from the outside world as best they could. This protection prevented you from becoming as inured to life’s dangers as you should be. Your first level hit points are ½ max, instead of max. (d6=3, d8=4, d10=5, d12= 6)

Resilience: You have been exposed to many illnesses through your life, but instead of making you stronger or killing you, it has left you susceptible. You take a -2 penalty to saves against diseases and poisons, and a -2 penalty to drug addiction checks. Once you reach 5th level, the penalties are reduced to -1.

Wealth: You start the game with one set of clothes and 5 gp worth of equipment instead of the normal “average” starting wealth.

Outsider
In a close-knit, small community like Falcon’s Hollow, trust of outsiders is hard to come by. Even more so when the town’s boss is a paranoid control freak who sees everyone as a spy or other threat.
Choose one of the following:

We Don’t Know You: The people of Falcon’s Hollow are loathe to accept outsiders, for fear of being hurt or taken advantage of. You suffer a -2 penalty to all charisma-based skill checks when dealing with the people of Falcon’s Hollow. Once you reach 5th level, this penalty is reduced to -1.

You Don’t Know Us: You are unfamiliar with the regions around Falcon’s Hollow and the flora, fauna, and customs. You take a -2 penalty to all knowledge checks related to this region, and a -2 penalty to survival skill checks while in this region. Once you reach 5th level, these penalties are reduced to -1.

Stranger Danger: You’ve gotten on Thuldrin Kreed’s watchlist. He’s put out the word, and no one working with the lumber consortium will have any dealings with you. This will not change as long as Thuldrin Kreed is in charge of the Consortium.