GM Faelyn' Falcon's Hollow Series

Game Master Faelyn

24th of Lamashan, 4714, 7:00 AM | Falcon's Hollow, a wretched hive of scum and villainy, is the lone bastion of civilization in a dark, violent Vale. Can you hope to tame it?

Goods - 0
Influence - 10
Labor - 0
Magic - 0

XP Tracker - 3935/6000


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Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

Sounds like a good time. I've only ever fired a gun once. Didn't expect the recoil, so I hit myself in the face between the eyes.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

Ouch! I've seen that before, Bella. In fact, when we were shooting from our backs, I took a butt stock to the cheek bone from the recoil when I didn't lock my rifle out far enough lol


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Alright, so I've got class then a study session till about 2:30 today. I'll probably do that write up sometime after then today.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

I just wanted to drop in here and let you fine folks know that all the activity that goes on in Falcon's Hollow and how you approach the things going on here are purely PC/GM driven. This is the more sandbox approach on our campaign as there is nothing in any of these modules that deal with the politics and possible changes the PCs may enact in the town. I wanted to let you all know that, because I'll need to know what you all want to do in regards to how much or little you want to do to effect Falcon's Hollow. The next module is going to be mostly a dungeon delve that will get you up to 5th level.

So, upon your return to Falcon's Hollow after this next module, I'd like to get an idea of what your PCs would like to do about the nature of the beast (The Lumber Consortium, Kreed, etc.).


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

I want Kreed to be overthrown


Male Envoy 1 - HP 10/10 SP 7/7 | EAC 12 KEC 13 T 11 EFF 11 KFF 12 | Ft +0 Rf +3 Wi +2 | Init +1 | Perc +4 |

Ruhk is going to have an idea to discuss with Bella about that.


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

I want to publicly beat the snot out of Payday.


Male Envoy 1 - HP 10/10 SP 7/7 | EAC 12 KEC 13 T 11 EFF 11 KFF 12 | Ft +0 Rf +3 Wi +2 | Init +1 | Perc +4 |

Haha, form an orderly que, or we could play a hand for the privilege to go first.


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

As long as I'm at the back of that que, I'm on board with that


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Zirren is only slightly more interested in trying to remove Kreed and the lumber consortium from power within the vale than he was at first.

He's still sticking to his guns of being a background player if that comes to any sort of head. He will absolutely play the political game, figure out any loopholes, log rolling, black mailing, and uncover any paperwork evidence or information that may come up in the aftermath of a fight with the consortium. He will also do the PR cleanup and spinning the story to make things seem better for anyone who take the fight to the consortium head on.

But at the moment, he still does not have the true motivation to try and take them down himself.

This is a far more personal line of inquiry: While Zirren is an Arcanist and by definition they are the casters wishing to unravel the mysteries of magic, Zirren has every intention to learn more of the Fey and of unusual magics such as the Menhir Stones we briefly encountered in the forest, as well as the nature of the Divine curses we found with the skeletons in the Dwarven tomb.


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

Is Zirren's scene happening before or after we all get some rest?


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

Roughly at the same time. Unless Zirren would rather it happen a different time.


Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

I'm still here, having a minor life related issue, and right now I don't see that Nathaniel has much to contribute, but if Zirren needs me I'll step up

Grand Lodge

F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4

Similar sorta thing for me. Lots of work, and computer shenanigans, and family stuff making it hard for me to post a lot. Going to have to cut back on some of my play-by-posts, I think, but not this one!


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

I'm super busy this week. Not a lot of posting time until Monday. Bot me as needed.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Oh man, I know this scene is taking a while, but there is nothing like quite like the righteous fury of a Paladin to set the scene. This is awesome!


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

I agree, Zirren!


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

To everyone who was not part of that little side story, I am sorry that dragged on a lot longer than I thought it would but thank you for being so very patient.

I will gladly await any other things people want to do with the same level of patience.


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

I think you're all crazy doing all that without having slept first, but it was a good scene.


Male Envoy 1 - HP 10/10 SP 7/7 | EAC 12 KEC 13 T 11 EFF 11 KFF 12 | Ft +0 Rf +3 Wi +2 | Init +1 | Perc +4 |

Haha, they most likely expect Caine and Ruhk to carry them in the morning.
I'm more in favour of getting a wheelbarrow and just chucking them in together any old way.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Caine: Yeah, we probably should have rested first but it just felt like the best time to do that.

Ruhk: I can't really imagine that it took more than 2 hours or so for all this to play out, I suspect we'll have plenty of time to rest up afterwards.


Male Envoy 1 - HP 10/10 SP 7/7 | EAC 12 KEC 13 T 11 EFF 11 KFF 12 | Ft +0 Rf +3 Wi +2 | Init +1 | Perc +4 |

I refuse to cave into your so called "logic" and your "facts"!
I reject your reality and substitute my own!


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

Careful. You're starting to sound like Boote.


Male Envoy 1 - HP 10/10 SP 7/7 | EAC 12 KEC 13 T 11 EFF 11 KFF 12 | Ft +0 Rf +3 Wi +2 | Init +1 | Perc +4 |

Haha, aaaw. I was going for Adam Savage.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

Haha. No worries, Zirren. Part of that was my fault, I think I drew out some of that a little too much. So, everyone is basically just resting at this point then? I want to double check before we continue.

Just to recap, you have the dwarven shortsword riddle that none of you were able to figure out. Also, there was that note from the Chelish envoy to Kreed that might be interesting to certain folks in the town.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

... Oh right, I completely forgot about the shortsword bit. Almost forgot about the note to Kreed, too.

Could we maybe get another posting from both of those, just so we don't have to go looking for them again.

As for activities, Zirren is pretty done for the evening. He just needs to sleep.


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

Thanks for the reminder on those things.

How about we fast forward to the group having a "morning" meal at the Duck? Not sure what time it will actually be, but that will regroup us.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

I like that plan.

Grand Lodge

F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4

Sorry about that, got behind on a bunch of my games. I'm good now. That plan sounds fine.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Can I just say that I personally find Ruhk and Belladonna's conversation to overturn the most powerful, evil and corrupt villain of a backwater town through the use of legitimate small business practices to break his monopoly on the town, completely wonderful. Also ridiculous.


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

I agree! And once we whittle down his pocket, his guards, his reputation, then I can go up there and slit his sick throat. I can't wait.


Male Envoy 1 - HP 10/10 SP 7/7 | EAC 12 KEC 13 T 11 EFF 11 KFF 12 | Ft +0 Rf +3 Wi +2 | Init +1 | Perc +4 |

My first plan was to rename him "Face McShooty" and then shooting him in the face.
Somehow, this one seems more sane.


Female Halfling Rogue (Cutpurse) 3 | HP 19/21 | AC 17 T 15 FF 13 | Ft +4 Rf +7* Wi +3* | Init +5 | Perc +9 l CMD 14

Belladonna has a few... issues. you could say


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

Sorry about my disappearance. I injured my back on Sunday and was bed-ridden on muscle relaxers and heating pad the past two days. I will get caught up with all my games nowish.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

K. History: 1d20 + 8 ⇒ (17) + 8 = 25

Okay, cool.

As for the note for Kreed, is there any way to restore that? Granted as a caster with only 1st level spells and cantrips at my disposal it seems unlikely we'd be able to recover the words.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

So I was thinking about this during my mid-term today.

The note from the dead Chelish envoy to Kreed is mostly unreadable but does give us just enough information to know that Cheliax wanted to make some kind of deal with him.

Is there any way to tell whether or not he answered it? Because it would be an easy matter for him to simply deny any knowledge of the note in the first place. Especially since it appears the envoy never made it to him.

With the contents of the note more or less ravaged, there's no way to know what sort of deal was being offered in the first place. If it was possible to restore even some of it then maybe we could surmise what was being offered.

That said, we could do several things:
1.) Take the note to Sheriff Baleson. He might be able to swing this with enough leverage to at least rebuff Kreed's attempt at putting his own people into the town watch. Not a huge win, but definitely something.

The possible downside of that, is that Kreed might just start sending messages to immediately side with Cheliax. In which case our tiny win ultimately turns into a big loss.

2.) Kreed's one of the most important men in town. Surely he's signed a few things. With Zirren's skill in Linguistics, he could make a solid forgery of his signature and we could send a response to the Cheliax government, which openly denies their request for an alliance.

Kreed still gets to have his men, but then he's insulted the Cheliax government. Not sure what sort of fallout that might have, but they are pretty letter of the law over there. So maybe they simply never talk to him again.

3.) Do both? First send the note to deny the arrangement, then have Baleson further paint Kreed as a greedy man who likely wanted to turn Falcon's Hallow into a vassal area for Cheliax.

Thoughts?


Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

Do we need to, sort of secretly, find out if there is anyone else in the town who might know about the machinations of Kreed regarding the Cheliaxians? I just don't think we have enough information to make a playable option. My character would be against this sort of plan, but the rest of you might want to consider somehow getting the note, or a copy of it, to Kreed in the form of a person hired by you, or maybe one of you in a disguise. See what he does if he gets the note.

If you want Nathaniel to take an interest in the note and its ramifications you would have to explain to him why it is important, otherwise he is sort of set on continuing the mission to discover anything about his missing brother.


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 | Fervor 1/4, Blessing 3/3, ACTIVE:

I'm all for helping Boote find his brother. I like character arcs and personal narratives. We're in a "break between chapters" right now, so it would be the perfect time to explore Boote's storyline.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Zirren actually has a very good reason for involving Art in this. The explanation being that anything Cheliax is involved in means that there will be a spread of Asmodeous's influence. It's a hard sell for the most part because Asmodeous is also all about law and order.

But it is rigid law and to the letter, not always the in the spirit. In a lot of ways society will benefit but it will be evil society, those with power get to make the declarations and Cheliaxian law will uphold it. It is exactly the sort of environment that a man like Kreed will use to great persoanl gain and effect.

In addition he is the primary beneficiary of whatever support Cheliax sends. Meanwhile Cheliax gains control over a strategic location of Falcon's Hallow and access to the Vale. A town of which we heroes have just ridded of it's plagued condition. Increasing it's overall market value.

Only people who look at the bigger picture, like Kreed will really see it for all of that but that's what is there.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

Sorry about my lack of posting folks. We had a crazy weekend at work and I spent my last two days-off working with our local Prosecutor's Office drawing up charges on a fatal drunk-driving crash I investigated on Saturday night.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

I have been thinking recently about Ruhk's and Bella's idea about bringing down Kreed through legitimate business growth and trying to break the Lumber Consortium's monopoly hold upon Falcon's Hollow. I was thinking about looking over the Downtime rules and seeing if there is a way to tweak them a bit to make it work this way.

Given that this next module is going to shoot you all up several levels in a fairly short period of time (as far as the campaign goes), I'd like to find a way to help you all achieve your goal for ridding Falcon's Hollow of some of the scum; however, it is definitely something that would take quite a bit of time. I know that most of the party has ties to Falcon's Hollow, but for Zilka and Boote, there is nothing really keeping either of you there beyond your own reasons. I don't want to shoe-horn your PCs into remaining in FH if there is no reason to keep them there, but I would also like to give everyone a chance to kill some time through the campaign due to quirks I plan to throw into the next module. I plan on tweaking around a few things and to really feel the impact of those tweaks, you all would really need to have a somewhat extended stay in Falcon's Hollow.

Also, to make the next module in this series feel more organic, I'd like to have at least a few months pass between the two modules. So, I would like everyone to spend sometime thinking about how they want to handle that downtime. I have a few ideas to make it happen, but this is your Narrative and I'm just the storyteller. I do not want anyone to feel shoe-horned. So, think about it and let me know! If you'd rather discuss this in a PM that is okay.

Grand Lodge

F Half-Orc Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4

Wasn't there more to the Monastery that we didn't explore?


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

I assumed that's where the dungeon was. It's pretty much like one of those areas in a game where you go to do some minor quest but there's definitely a lot more area to explore. If you look around hard enough.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

So, just to clarify for Zirren/Zilka, there will be another set of ruins that will actually count for your mission. The trait calls out a set of Azlanti ruins whereas those ruins were of a simple dwarven monastery.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Okay, well let's just get this whole town influence bit started here.

I don't know how exactly you want to do this GM Faelyn, but if we are going to get started on making a change through legitimate business, let's take into account a few things:

First, I don't exactly remember the amount of wealth we had been offered by Kreed for "working" for him but we instead donated it to the Sheriff's. A sizable portion of the townsfolk saw that and seemed pretty happy with what we did.

We didn't use it for anything truly practical, like purchasing goods, labor, or magic, but maybe we could get started with the idea that we effectively purchased ourselves some influence with our gesture of good will.

Capital Purchased Cost Earned Cost
Goods 20 gp 10 gp
Influence: 30 gp 15 gp
Labor 20 gp 10 gp
Magic 100 gp 50 gp

Let's say for fairness sake, we bought ourselves half that wealth in influence. Or however much you want.

Also, let's assume that the people of Falcon's Hallow are generally favorable to us at the moment since we helped cure the plague. Normally the conversion ratio for exchanging goods and services is 3 to 1, but maybe it's 2 to 1 for us.

This is just an example of how this could start off.


Male Halfling Paladin/3 | Init +2, P +2 | HP: 16/25 | AC 19, T 13, FF 17 | F +8, R +7, W +6 | CMD 14 (Wisdom currently 9)

Nathiel looks at Zirren annd smiles


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

As accounting is part of my business degree I'm working on and working with numbers in general, this is something I like to do.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

I haven't had much time to really devote to reading over the downtime rules, but I like Zirren's idea!

Also, I completely forgot that Zirren had rolled his Knowledge: History check already! Here is the information you were able to obtain/recall about the dwarven shortsword you all found. Don't forget, it was found hidden in the tower that also held the ancient remains of a dwarf and that very interesting crossbow you found that Caine is currently carrying. I do hope you enjoy this little tidbit I decided to throw in there as this was not at all the module...

Further examination of the short sword shows a line of dwarven runes running the length of the fuller on each side of the blade. Belladonna is able to translate the runes to say "For my cousin, Ordrik." on one side and "Eternally Garbold." There is also a beautiful fire opal set into the hilt to act as a counter-weight.

Knowledge: History DC 15 - King Garbold Talhrik was the last known King of the Five Kings Mountains before he was murdered by his advisor and cousin, Ordrik Talhrik.

Knowledge: History DC 20 - Ordrik Talhrik was King Garbold Talhrik's cousin and closest advisor but also a cleric of Droskar. He was controlling his cousin with addictive substances and making him to cede more and more power to the priests of Droskar. Ordrik murdered his cousin and seized the throne of the Five Kings Mountains kingdom in 4369 AR and attempted to create a theocracy. The resulting Forge War raged for 13 years. Generals loyal to the true crown fought to keep their kingdom but they failed and in 4382 AR, Ordrik declared himself theocrat and all dwarves had to work in Droskar's name. For nearly 100 years the dwarves of the Five Kings Mountains lost all every sense of art and beauty and their craftmanship became merely adequate. Many dwarves fled to the other dwarf kingdoms, as well as settlements in Druma and the Mindspin Mountains. In the end priests could not maintain their hold on the other dwarves and Ordrik's theocracy crumbled in 4466 AR.


Strange Aeons - Map | Darkmoon Vale - Droskar's Crucible Level 1 | Droskar's Crucible Level 2

For the sake of not using too much time, I'll be honest and let you guys know that you are not going to be able to figure out much from anyone other than the children of Falcon's Hollow. They clearly know something, but did not want to talk to Tabrik, which is odd.

The adults in Falcon's Hollow know a lot of rumors, but none of them seem to know the real reason behind the disappearance of the children.


Male Half Elf Arcanist (Occultist) 3, HP: 22/22, 22/22 Non-lethal, Initiative: +2 (+1), Percep: +8, AC: 12 (15), T.12 (11), F.F. 10 (13)/ Fort: +3/ Refl: +3 (+2)/ Will: +3,

Gah, right, I keep forgetting it isn't a catchall feat. It's still amazing though. In that case it was a K. Local result at 25.

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