GM Fraust's Age of Worms (Inactive)

Game Master Fraust

This campaign takes the series of modules which take place in and around Falcon's Hollow, a small logging community in Andoran's Darkmoon Vale, and meshes them into Paizo's Age of Worms adventure path from Dungeon.


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Hit submit before I was read on the last one...

Character Creation Rules and Advice
Pathfinder SRD (no 3rd party material)
All Paizo published Pathfinder book, so long as you source anything outside of the core rule book. GM can/may/will use other sources, so if you run across a psionic beholder, don’t cry foul.

First level, 25 point buy, max HP at first level, 150 gold, two traits from the APG (keep in mind some have been FAQed).

I’m not partial to ninja or samurai, though I would be greatly appreciative of a well thought out character background that changed my opinion. Guns are fine, and expect to encounter some (they are exceedingly rare, but they are out there). The “Asian” weapons in Ultimate Combat strike me as odd, in that an Asian staff is an exotic weapon that does neat stuff, where a western staff is a simple weapon. So if you want to use any of those weapons, talk to me about it before you get to set and we’ll see what we can come up with. If you’re hoping to use it because it’s the most mechanically sound choice, you might want to have an alternate idea.

Evil alignments are fine, though keep in mind there are consequences to actions, and stupidity/ignorance isn’t an excuse. I’m ok with a little bit of party conflict, but people who are out and out disruptive will be talked to once, and then booted if need be.

Scheduling
I’m going to school full time, looking for a job, have a family, and playing in other PbP games…so chances are this will run a little slower than most games. I’d like to see two to three posts during the weekdays. More would be great, less is acceptable.

For recruitment purposes, I’ll be accepting applications for two weeks. So concepts need to be sent in by Friday the 21st. After that, we’ll discuss/finish up characters for one week, and the game thread will open on the 28th.

Player’s Guide
Below is what I’ve written up to let people know about the area you’ll be starting in, and give you some point of reference to build a character. Feel free to ask questions, give advice, and generally discuss this as much as you’d like.

Spoiler:

Darkmoon Vale Primer
Where You Find Yourself
[spoiler]A rough frontier community owned body and soul by the Lumber Consortium, Falcon’s Hollow rests just off the southern edge of Darkmoon Forest in the nation of Andoran. It is a blunt sawdust-choked stop on a winding trade route to Ptolus, city of adventurers. Home to fewer than 2,000 humans and a smattering of other races, most of the townsfolk care only for the paltry coins paid for their backbreaking labor, and what debase comforts they can spend them on in the towns many vice dens. A few however, understand that what’s bad for one is bad for all, and so the Hollow thrives on a tenacious mix of greed, debauchery, and stubborn self-reliance.

Falcon’s Hollow is, to be quite honest, one of the worst towns you are ever likely to find yourselves in. Only the dangerously naive and utterly mad willingly call this den of sin and suffering home, everyone else is fighting tooth and nail to get clear. Unfortunately for many of them, the Hollow are not easily left. Of all the communities in Darkmoon Vale, the Hollows is viewed as a necessary evil, as though it is a crude eyesore, it is ran by one of the most well connected and dangerous invidivuals in the Vale, Thuldrin Kreeg.

The largest industry in the Vale is logging, though copper and a smattering of silver mines have been active in the area longer than most of the surrounding communities, and some of its richest inhabitants are the mine managers. Several ancient cairns dot the hills north of Darkmoon Vale. Ancient burial mounds from a civilization lost to the ages. These were once full of coins, jewels, and strange artifacts, some believe predate even Thasilon, and attracted hordes of adventurers to the area. Years ago these cairns were plumbed of their last goods, and though the occasional desperate adventurer passes into Falcon’s Hollow, with a tattered map, making wild claims of one last unlooted cairn, few find anything of value. Most end up trapped in the Hollows, quickly joining ranks with the rest of the broken down addicts.

The every-day residents of the Hollow are a sturdy breed of people. Frontier living, along with little to look forward to beyond the escape offered by cheap whiskey and cheaper companionship, gives people a dark outlook on life. Though not everyone is so thoroughly in the ruts, even those with something to look forward to beside black-lung and gambling debts have adopted something of a gallows sense of humor.

The Vein
A main strip of muddy road known as the Vein cuts through Falcon’s Hollow like a festering gash, lined on both sides with various gambling dens, whore houses, whiskey dives, and opium lounges; all the excitement a worker could want on payday. Many of the establishments open and close so fast few patrons bother remembering the names, though there are a handful that have managed to thrive in the boom and bust economy.

One of the most popular dens of indulgence is an establishment known to the locals merely as the Emporium. A veritable smorgasbord of vice is available here, from the hazy opium den and smoke filled gambling parlor upstairs, catering to the Hollow’s high class, to the cheap and graphically vulgar thrills of Freak’s Ally, where for a few copper you can see all manner of oddities of nature, and for a much higher price you can become as intimate as you like with them.

Opiates of the Masses
No one religion holds sway over the bedraggled masses here, though several cults, sects, and mad prophets have found a haven from persecution in the frontier community. Local churches dedicated to otherwise upstanding religions often consist of more fringe elements than those found in other locals. Temples dedicated to particularly vile or destructive deities are just kept hidden and spoken of only in whispers, just like in more civilized cities.

The graveyard of Falcon’s Hollow is tended by a small sisterhood of Pharasmites, protecting the resting places of the dead from desecration by the living.

A cult of fanatical flagellants in the poorest neighborhood claims to worship Milani, offering a twisted sense of hope to those desperate enough to accept their blood soaked charity.

Iomedae is the patron deity of the near-by garrison, home to the soldiers who have sworn to protect this area of the realm; though most folk in the Hollow would rather they stick to business elsewhere.

A mysterious group, known as the bronze-wood lodge exists to protect Darkmoon Vale from the predations of the Lumber consortium and Falcon’s Hollow’s mine managers.

Not far to the south is a monastery dedicated to physical perfection, controlled by a collection of Irori worshipers.

I'm looking for six players, though one slot is already filled by a friend of mine who will likely be showing up here soon enough. I've no idea yet what he wants to play though.

Lastly, I'll be putting location descriptions up here and in this alias profile, as well as other information useful to people from Falcon's Hollow, so as you work on your characters, check back and see if there's anything new...and ask questions/give advice/make suggestions. Please.


Dotting for interest. I have several lv 1 characters ready (see my aliases) and I will come with a background soon. Always wanted to play in Falcon's Hollow.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Also dotting for interest. I have an idea for a priest of Sarenrae from Taldor, currently in exile for indiscretions of one sort or another. For his sins he's been sent to Falcon's Hollow to minister to the benighted inhabitants.


Sounds like an excellent place for one of the meaner type oracles, maybe with the wasted curse...

Oh my gosh, the preacher from Deadwood!

Dotting for interest with an oracle with the wasted curse. Kinda in a rutt gaming wise with my mom in the hospital, but I should have something up in a day or two.


Hey Fraust, have a working concept for a slightly psychotic dwarven alchemist. I think I've mentioned it before in the other game.


Ok so, I have two characters I would like to submit to this. One is Snorri, a dwarf rogue, a character I made specifically for a pbp campaign set in Falcon's Hollow on Mythweavers, but that unfortunately never started. He is from a disgraced dwarf clan, forced to leave his ancestors' halls and find fortune elsewhere. He arrived in Hollow and started working as a woodcutter and lumberjack in Kreeg's logging industry. Never a people person, Snorri find felt very lonely until he made friends with a fair town lady. The two got along well, but recently Kreeg got interested in her, and started harrassing and pestering her, sure that his place in the town is safe. Snorri decided he wouldn't stand down to this, and swore to bring more justice in Falcon's Hollow.

The other character is Zeena, a gnome sorceress. Unlike Snorri, she was born in the town, and always hated it. Too small and weak to work at the loggings, she started doing the only possible job for her there: barmaid in one of the taverns. She hates it tough, as her dream is to leave Hollow once and for all, something she never was able to: her lifelong dream is to see the sea and travel from port to port, as a crew menber of a major ship. She just wants to go away, and if that means joining a group of ragtag adventurers, so be it. Her natural magic abilities made people distrust her: therefore, she has her way with words, able to convincingly telling even the most elaborate lies.

Your pick on which one you like the most, according to the style of the campaign or the group's composition. Both are 25 point buy, max HP, 150 gold, two traits.


DM Fraust:
With the idea that this is sort of like Deadwood, I'm looking at a neutral Dark Tapestry oracle espousing more of the "virtues" of Norberger, secrets and murder and things. Not looking to go evil, she would be a little more mercenary than some.

Scarab Sages

Sounds like a great game. Will submit a character by deadline, once I find out about other games, I don't want to become overwhelmed.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

I don't have a profile yet, but here's the fluff and some limited crunch:

Fluff:
Quintus doesn't talk much about where he's from, but his accent, name, and face show pretty clearly that he's pure Taldan. A big, burly man, he walked into town three or four years ago and now ekes out a precarious living as a healer (and occasional preacher of the word of the Dawnflower), and all his spare coin goes to pay for opium at the Emporium. From the things he sometimes talks about after a pipe, it sounds like his addiction wasn't what got him here...it's how he fights the memory of why he's here. But Sarenrae still hasn't turned away from him, and every now and then he'll clean himself up, quit the drugs cold turkey, and stay away from the Emporium for a while. (His current record is fifteen days, eight hours.) Then something will happen--something that reminds him of days better left forgotten, and he'll crawl back into the pipe to hide. And so he stays in the pit, a broken man ministering as best he can to the broken. Deep inside him, though, is a spark of what he used to be, and a faint hope for a miracle--something to focus on, a noble purpose that'll rouse that spark back into a flame. Over the years, that hope has grown faint indeed, and it's not looking like he'll find that purpose before his life in Falcon's Hollow kills him.

Crunch:
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 12
Base Atk +0; CMB +3; CMD 15
Feats
TBD
Skills
Knowledge (Religion) +4 (+1 rank, +0 INT, +3 class skill)
Spellcraft +4 (+1 rank, +0 INT, +3 class skill)
Heal +6/+8 w/kit (+1 rank, +2 WIS, +3 class skill, +2 healer's kit)
Traits
Flame of the Dawnflower +2 points fire damage on critical hits with scimitar
Birthmark Has a birthmark in the shape of Sarenrae's symbol on the back of his right hand; +2 saves vs. compulsions and charms
Racial Modifiers none

DOMAINS
Healing, Sun


Dotting for interest as well. I'll work up a fighty type.


Sounds interesting, I'll have something up as soon as possible.


I know guns are rare, but I have always wanted to make a gunslinger so tell me what you think.

Fluff:

No one knows much about the man called Bishop Jerro. They just know he at one time resided in Taldor. The evidence being the distinctly taldan coins he puts down for his drink. What he doesn't tell people is that the grand prince/his forces are looking to arrest him for desertion. He's gone from town to town, playing cards, getting in brawls drinking sarsparilla. Besides gambling, he occasionally takes odd-jobs like bringing in bandits to put food in his stomach and bullets in his gun. So he came upon the town of Falcon's Hollow. What better place to get lost than this wretched hive of scum and villainy? No one would be dumb enough to look for him there.

Crunch:

Bishop
Medium Humanoid(Human) Gunslinger 1
Init: +4
Senses: Perception +6
Defenses
HP: 12
AC: 16 (3 armor +3 dex)
Flat: 12
Touch: 14
Speed: 30

Fortitude: +5 (2 base +2 con +1 trait)
Reflex: +6 (2 base +4 dex)
Will: +3 (0 base +2 wis +1 trait)

Base Attack Bonus
+1

CMB +3
CMD 17

Attacks

Pistol +5 1d8 x4

Brass Knuckles +3 1d3+2 x2

Dagger +3 1d4+2 19-20

Skills
Acrobatics +8 (1 rank +4 dex +3 trained)
Perception +6 (1 rank +2 wis +3 trained)
Profession(Gambler) +6 (1 rank +2 wis +3 trained)
Ride +8 (1 rank +4 dex +3 trained)
Sleight of Hand +8 (1 rank +4 dex +3 trained)
Survival +6 (1 rank +2 wis +3 trained)

Traits
Resilient
Indomitable Faith

Feats
Point Blank Shot
Rapid Reload
Gunsmith

Class Abilities
Gunsmithing
Deeds
Up Close and Deadly
Gunslinger’s Dodge
Quick Clear

Equipment
Leather Armor (10 gold)
Pistol (Free)
Brass Knuckles (1 gold)
Dagger (2 gold)
Black Powder(30) (30 gold)
Bullets(70) (7 gold)
Alchemical Cartridges (5) (60 gold)
Gunsmith Kit (15 gold)
25 gold

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

Shadow Lodge

I think I will post an interest although I will let you know I played through the first module a long time ago and after being TPK'ed in the second the group decide to try the Savage Tide AP.

Looking to play an orphaned fighter(crossbowman) - father ended up dead somewhere behind the Vein. Mother disappeared (most likely became a slave in a whore house) and the then 12yr old was left to fend for himself. Lived in the wilds using Dad's old mw crossbow to hunt and making coppers running messages and water for loggers.

Now that he is older and a little stronger the loggers are looking to put him to work. But likes his freedom and wants to put Falcon's Hollow and his past behind him.

Dark Archive

I am interested working on a Few Concepts will post something by the deadline.


Created a working persona for my dwarf here: http://paizo.com/people/Baefu/profile

Crunch:
Some basic numbers
Full Name

Baefu

Race

Dwarf

Classes/Levels

Alchemist 1

Gender

Male

Size

Medium

Age

53

Special Abilities

Getting drunk and blowing things up.

Alignment

CN

Deity

Not Religious, Sometimes Torag, sometimes Cayden Cailean

Languages

Dwarven, common, undercommon, gobblin

Occupation

Alchemist/Metal Smith

Homepage URL

http://www.myth-weavers.com/sheetview.php?sheetid=331326

Strength 14
Dexterity 14
Constitution 16
Intelligence 17
Wisdom 16
Charisma 10

Fluff:
Some Fluff
Traits:
Dangerously Curious (Alchemy/Guns) +1 Use Alchemical Device
Exile, +2 Initiative

Fairly average dwarf in most ways. Except a few small acid burns on his face, a left hand that never did heal correctly, but is still quite usable, and a slightly ragged beard that frequently falls victim to accidents in the lab.

Personality
Baefu is self-centered but generally happy-go-lucky. He's takes pride in his metal smithing work but is happiest when blowing things up and has little regard for his own danger.

Character Traits
Baefu is a fairly skilled metal smith and crazy inventor. He's always working on "improved" delivery systems for his bombs, assorted explosives and poisons. He has seen a few guns around and is intensely curious about them and about the explosives that make them work.

Character Flaws
Baefu is greedy and self-centered. He doesn't really care who is in the blast radius of his toys as long as it isn't him and even then, when wearing his mail shirt and assorted protective gear, he isn't as careful of that as he should be.

Contacts / Friends
With his family and old alchemy teacher dead in the mine accident, he has a few drinking buddies and a couple hookers he's particularly fond of.

Enemies
With his greed and disregard for the safety of others around his "experiments", Baefu has made a few enemies around town. The explosives, poisons and his readiness with an axe keep most of them at bay. He's very careful not to get too drunk in town and never uses the drugs that are so readily available, though he has been approached about the possibility of processing them or making up new ones.

History:
Baefu started out apprenticed to a mining alchemist, learning to use the bombs and explosives for mining activities. Among the minerals found in his home mines, arsenic and various poisonous earth salts were common. Through necessity he learned to work around, and with them. A large earthquake destroyed the mines and most of the colony. The survivors dispersed throughout the region. He managed to scrounge a fair bit of good equipment to take with him when he left. Eventually Baefu fetched up in Falcon's Hollow where he's been working as a smith for the copper mine. He tends to spend most of his earnings on mead and women.


I have to bow out, turns out I am not going to have as much time as I thought. Enjoy yourselves.


I have a half-orc ranger work in progress.

Dreygard

Dreygard:

.
Str 17

Dex 14

Con 14

Int 14

Wis 13

Cha 10

Traits: Rock Climber (+1 acrobatics and climb; replaces intimidating), Bestial (+2 perception; replaces ferocity), Log Roller (+1 acrobatics and CMD vs trip), Armor Expert

Feats: Power Attack

9 Skills: Perception, K. Nature, K. dungeon, K. Geography, Stealth, Climb, Handle Animal, Survival, Acrobatics

Equipment: 150gp

Studded Leather 25gp
Shortbow 30 gp
20 Common arrows 1 gp

Dreygard is just your average half-orc trying to eek out a living in a human-centric world. He never new his mother, but assumes the typical half-orc consummation story. He grew up on the streets of Westcrown, but due to events taking place in that city, he found himself on the run. Hard luck kept him out of towns, and he learned to live the land. Harder luck brought him to Falcon’s Hollow, where he hired on with the Lumber Consortium as a tracker to help keep out the various elements that seek to undermine the operation. He takes to his job dutifully, if not with enthusiasm. A job’s a job, and this one keeps him fed and a roof over his head. Sometimes, he wonders if he is on the right side of things.


Still working on the crunch to make my concept more... effective? Perhaps I'll dip a level of ranger at second, dependent on party composition.

Concept is Oracle with Dark Tapestry mystery, neutral favoring Evil (though not stupidly so) with inflict spells known, clouded vision curse.

Fluff is essentially Trixie from Deadwood with magical powers. No one would expect the blind courtesan who stumbles around in the day time to be any sort of threat. Formerly of Galt, she came down to Falcon's Hallow a few years back to get a bit of R&R. Hates followers of Milani with a passion. Loves gamblers, lumberjacks and those who hold the rabble in their thrall with gold and gems. Worships Norberger more for secrets than murder, but she'll kill to maintain a sense of order.

Since I've still 12 days to polish it up, and when there is more info available, she'll look pretty keen, I think.


I'm liking the concepts I've seen so far, quite a bit actually. Several people seem to be going with a Deadwood theme, and that's just about perfect for what I want the themes of Falcon's Hollow to be.

As a heads up, right now I'm bearly even looking at crunch. What I'm more concerned with is the background of the character, and how it ties in with the setting. And yes, I'm well aware I need to get more setting information up, see the bottom of this post. Also, as someone who's rather busy, I am forced to have the attention span of a ferret on amphetamines, so when describing the background it will be beneficial to be as tight as possible. This is just general advice, so far everyone has done a rather splendid job of staying to the point and not giving me a wall of text to manage.

Some specific comments...

Pixel Cube:
Both look good and honestly I'm not sure which I like more. With things that will be adressed in the bottom of this post, there is a lot to tie either character into the going ons of Faclon's Hollow. Were I to have a gun to my head and forced to choose I would say the dwarf, as a rogue is a good thing to have in the early parts of the campaign...though "not a people person" might cause problems later. The group is going to need at least one or two people with good social skills, so it's hard to say at this point if you should go with one over the other.

Hu5tru:
Norgorber actually plays an important part in this campaign, so there is definately a lot to work with just from that angle. He's also my favorite Pathfinder deity, so points there. A blind magic Trixy sounds cool. There's a few brothels in Falcon's Hollow to choose from in the information at the bottom, and I strongly recomend choosing one rather than trying to work as an independant. Lastly, why the dislike of Milani? That religion plays a part in things as well, so read up on them in the info bellow before answering.

John Woodford:
I'm digging the junky priest concept, very appropriate. There is some info on Sarenrae below worth looking at, mostly in how her followers are percieved by the Hollows locals.

Amazing Red:
Gunslingers are very welcome. In essense, guns are rare enough that there needs to be a connection between your character and Alkenstar(sp?). You don't have to be originally from there, but there needs to be something.

Lost Gamer:
Previous experience is fine...I'm assuming it was Whispering Cairn? Or was it one of the Falcon's Hollow adventures?

Raydon:
Dwarven alchemist looks fine so far. I've got some ideas on those approaching you for you chemical expertise. Only real advice just yet is make sure to check out the alchimest back to front, front to back. It's not the most complicated class to play, but it's up there.

Kratzee:
Half orc ranger looks good. It'll be interesting to see someone with at least some reason to be friendly with the Lumber Consortium.

Ok, I think that's everyone who got a concept up? Alright, now on to my half of the work...some details on the setting.

Race/Party Roll:

Dwarf: No right-thinking dwarves call Falcon’s Hollow home, though a few live there. Most have some sort of business with the Greysmere Covenant, perhaps as a guard, negotiator, or even magical advisor.
Elf: Elves loathe Falcon’s Hollow, as it represents everything elves find churlish and cruel about humans. Only Ellival Moonmeadow and his deputies –exclusively elvin- seem to have a stomach for the place. A PC elf might serve as a guard or confidant of one of these deputies, or might be a deputy himself.
Gnome: Gnomes might be lodgers at Tidwoad’s or agents of any of the mine managers. Those with a theatrical flair might find steady work with the Emporium. Most come from the nearby warren of Grossetgrottel.
Halfling: Many halflings in Falcon’s Hollow work in the hospitality field, as a clerk, cook, or menial of some sort. The Vale, and the Hollows in particular, harbors a surprising amount of racism, though this generally comes from the transient population rather than the native valers.
Half-Elf: Half elves might belong to the Bronzewood Lodge community, or might live among the “civilized” poor of Jalek’s Flophouse. They might find themselves in the employ of Ellival Moonmeadow, but soon become aware that the mine manager simply doesn’t like anyone other than elves, and half-bloods don’t quite qualify.
Half Orc: Half orcs adaptability and reputations make them ideal miners or thugs, and Falcomn’s Hollow is filled to bursting with both. A more original approach might cast a half orc as a roustabout or performer at the Emporium. The garrison does not employ half orc as a rule, and most soldiers despise them thanks to an ongoing war against….

Warriors: Anyone able and willing to crack skulls can earn coin in Falcon’s Hollow, discretion of just who’s skull one is willing to crack is the dividing question. The Lumber Consortium employs a small army of guards and enforcers, to “protect” their interests. The nearby garrison houses a more literal army of soldiers who have a more literal duty to protect the region. Not surprisingly, the two groups often find themselves at odds. Falcon’s Hollow’s sheriff likewise employs those handy in a fight as deputies, and nearly any pub, saloon, whore house, or drug lounge is going to have at least one nasty piece of muscle at the door.
Arcanists: There isn’t much use for books or those who make use of them in the Hollows, at least not at first glance. The seclusion offered by a frontier town, coupled with the keep-to-yourself mindset of most folk make Falcon’s Hollow an ideal spot to conduct research from, assuming you’ve got the coin to fund your operation.
Faithful: Iomedae, Irori, Sarenrae, and Milani are each represented with a formal following in the immediate area, if not directly in the Hollows, with Asmodeus, Cayden Cailean, Erastil, Torag, and Droskar each having a noticeable presence as well. Rumors hold that cults dedicated to Norgorber, Rovagug, Urgathoa, and Zon-Kuthon exist in the area, though few would be willing to admit to the worship of such deities.
Criminals: Exploring long lost tombs without the skills of a professional trapsmith is a dangerous venture. Luckily, Falcon’s Hollow is full of rogues, rakes, cads, and cutpurses a plenty. As the campaign progresses however, the ability to keep oneself, as well as ones companions, safe from political traps and social dangers becomes much more important.


Some Locations:

1. The Emporium – Once a traveling freak show, now a brothel/gambling den/drug lounge. Most exotic entertainment in town.
2. Lazare’s House – The sophisticated gentleman’s lounge of choice, with plenty of bourbon and opium to be had while enjoying a game of dragonchess. Not for the light of purse.
3. The Feral Dog – Good old fashioned sawdust on the floor, blood on the walls, puke on the table pub, complete with nightly dog fights, hourly bar brawls, and whiskey that’ll put hair on your kidneys.
4. Church of Milani – Fanatical flagellants, whipping themselves bloody in acts of self-sacrifice to save their souls from the depravity of Falcon’s Hollow.
5. Todwoad’s – One of the few gnomes who lives in town, owns a prosperous jewelry shop/money lending operation.
6. General Store
7. The Hungry Gar
8. Jalek’s Flophouse – Cheapest place to crash in the hollows, and theoretically safer than sleeping in the woods.
9. Smenk Residence – Newest mine manager in the area, though he has quickly established himself as the most dangerous.
10. Deepspike Mine
11. Garrison – Outside of town, houses soldiers as well as a chapel of Iomedae.
12. The Midnight Salute – By the numbers whore house. For those with less exotic, and expensive, tastes than the clientele of the Emporium.
13. The Spinning Giant – If you’re a soldier at the garrison and you want a drink, this is where you come. If you’re not a soldier, you’re probably better off going somewhere else. If you’re a miner or lumber jack, this is where you go when you want to bleed.
14. The Captain’s Blade – Weaponsmith, armorsmith, occasional instructor.
15. Venelle’s
16. Allustan’s Residence – The so called “Smartest Man in the Hollows”. Allustan is the resident mage of Faclon’s Hollow.
17. Tilgast Residence
18. Old Piers
19. Able Carter Coaching Inn
20. Parrin Residence
21. Greysmere Covenant
22. Gansowrth Residence
23. The Rusty Bucket
24. Moonmeadow Residence
25. Osgood Smithy
26. Smelting House
27. Diamond Lake Boneyard
28. Neff Manor
29. Dourstone Mine
30. Abandoned Mine
31. Menhirs
32. Old Observatory
33. Dourstone Residence


DM Fraust:

Hatred of Milani would have come from her church's lack of being able to provide any sort of stability in Galt. I've always seen Norberger as the kind who favors if not lawful souls, than at least ones who can keep their domain directed, for example, Norberger would favor the Al Swearengens more than the Sheriff Bullocks. The way I play CG is more C than G, and I suppose that that influenced my statement more than anything else.

But, if the church of Milani in Falcon's Hallow is just some freak show indulging in self mutilation rather than trying to accomplish anything, I can see how they might be manipulated into continuing in that vein as a deterrent to any new adherents to the "faith" of any actual consequence.

I have a tentative crunch up that I'll be adapting with the new information, and will likely have my character working at the Emporium. Cha 18 is Cha 18. I would like to hold off on choosing spells until I know whether or not the party will have a "dedicated" healer, as giving a Trixie with magical powers the ability to perhaps kill a commoner with her touch but then also have to heal with it really limits her abilities, and... it's an oracle.


DM Fraust:

I was thinking that either guns were slowly being introduced to Taldor through trading of tech/magic and being I was of high rank, I got one of the first ones or I could just be an immigrant from Alkenstar who left to serve Taldor. Whatever works better for you.


Hu5tru:
The church of Milani is actually going to end up being quite complicated. What I put up was a very quick description...To get a better idea, think of them as the beginnings of a growing cult of the excedingly desperate of Falcon's Hollow. Think of the followers of the Profit of the Dragon from the Wheel of Time series if you're familiar. They started off not looking like much of a threat, and have grown so quickly in numbers they took a lot of the powers that be by surprise. They haven't made any particularly overt power plays themselves, but it's obvious to those with the eyes to see such things that once they start, they will be a force to be weary of.

Good idea on waiting on spells. Also, I do allow people to make some alteration to their character after we start. More on that later.

Amazing Red:
I think at first level you're likley not quite to the point where the Taldan gvt would be giving you access to a very new, very powerful type of weapon/technology...But it's as simple as saying you had a relative that was prominent enough, and showed you the ropes.

One thing to note, I understand sometimes things sound like a good idea at character creation, but don't quite work out the way you think in game. So one thing I allow as GM is mechanical changes to a character before third level. So if you don't like how a feat is working, don't like how you allocated skill points, or wanted to change from one class to something similar, as long as you make a final decision before you get to your third character level, just let me know what you're changing and we're good.

Also, a few other notes. I'll be awarding experience rather than telling you when you level (I normally just level the group when appropriate, but I want to try out XP again). I also use hero points from the APG, but I need to get some info up about that here. I don't think I changed any of the actual hero point rules, just made some clairifications.

With all that in mind...any questions?


Fraust:

Yea, that's fine with me. Probably the hardest part is figuring out how I got my gun. :)


DM Fraust:

I am aware of the Prophet of the Dragon followers. Which is why my character would be hesitant about the cult of Milani. I had her come from Galt for a reason, I want her to be somewhat experienced with chaos and not shrink from the terrors of Falcon's Hallow like a girl might. Hope you don't mind if I make my character a little bit older than the random starting age to reflect this.

I am alright with allowing alterations to a character until 3rd level, as long as it's not abused. Like "Ah, everything makes my oracle's saves, I want to change my stats so I have a 20 in Charisma!" or "My ranger sucks! I want to make a Magus!"

Shadow Lodge

DM Fraust:
We played the Whispering Cairn. So I remember where the main tomb is but will be the guy who differs to the others when they are deciding where to go and what to do.

He'll just hang back and cover them with the crossbow.

Shadow Lodge

If there is still an opening, I would like to submit Smokeshadow for consideration.


Amazing Red:
Could be as simple as a hand-me-down from the relative in question. Granted, this action would be considered criminal, as Alkenstar likes to keep firearms in country/allied nations, though one soldier giving away a single busted up firearm isn't as big a deal as the soldier giving knowledge of crafting firearms to someone. In either case, things slip through the cracks, and depending on how low of a profile you keep it will likely not come back to haunt you (much).

Hu5tru:
Cool cool. Glad to see someone getting involved in some of the religious politics of the setting. Now, about Norgorber...Do you have an email address I could send some super secret stuff to?

Lost Gamer:
Gotcha. Like I said, not a problem. The other PbP I'm running is Carrion Crown, which the only PbP I'm a player in is Carrion Crown. If it's alright with you, we could even give your character some knowledge of where the cairn is. Older brother/uncle/whatever used to talk about this place him and his friends used to sneak off to...something like that.

Smokeshadow:
Background looks good, and I love synthesist. My only issue so far is the name. It's very much a pet peve of mine to have characters named things like Darkblade, or Daystalker (two examples I've had in the past). Smokeshadow is along these lines. As a nickname it's fine, but I'm going to need a given name for him.


DM Fraust:
Okay. I'm thinking my father is originally from Alkenstar and gave me his old gun. However, being a brawling gambler does not lend itself to a low profile. That's why he went to Falcon's Hollow to hide out. :)


DM Fraust:

Aye. My gaming email is GM underscore Aria "at" yahoo "dot" com.
I typically run bards and clerics, and am pretty familiar and totally comfortable playing a political game. I will take a long hard gander at my crunch later tonight and get something posted, and start the process of incorporating info into goodly amounts of fluff.

Dark Archive

DM Fraust here is the first of my 2 concepts I am tossing around.

Fluff:
Name: Fynn(Basil Wentmont)
Race: Human
Class: Rogue(Knifemaster/Sanctified Rogue)
God: Norgorber
History: Basil's life was that of privilege growing up in high society in the city of Westcrown. He wanted for nothing and expected everything handed to him because he was rich. That changed the day he caught his parents in a conversation about finding a way to get slaves from Westcrown to Andoren so they would have a chance to be free. Basil being a Lawful citizen and knowing from his own parents mouths what they were doing was wrong he left his house to find a Hellknight to confess his parents sins. This backfired on Basil the Hellknights arrested him and then made him watch while his parents were killed as traitors. He was sent to prison so he could be reformed of his families traitorous ways.

While in prison Basil met an old man with a symbol woven into his clothes of a mask with a silver star with features that always seemed to be shrouded in darkness. The man told him the whispers of Norgorber the words of secrets and murder. Basil learned from this man the ways of blade and death. Basil learned the way to get back at the Hellknights in a way they would never know just by finding the right secret and telling the right people. He had two problems he did not know a secret about them and he was caged away. He awoke one morning and his mentor was gone yet the cage was open. When he left his cell all he saw was a trail of bodies. Then he heard the screams stop him, he killed them all. Basil ran only stopping to get food killing when he needed gold but always listening storing secrets for his God that gave him freedom. The biggest secret learned was to keep your true identity to yourself.

Basil Has changes his name every town he stops in never using the same on twice. His appearance is common enough that he can cut his hair, grow a mustache or add some minor bit of clothes and he could blend in. Basil came to Falcon's Hollow because he was done running and needed a place to be someone else. He is Fynn in Falcon's hollow.

@DM Fraust he would try to get work in the Emporium as something what ever works in your game. since we are going with a Deadwood theme. He would make a great Dan Dority Character.

Shadow Lodge

DM Fraust:
Not a problem. Smokeshadow is the new identity he's formed in the past few weeks. He's known around town by quite a few nicknames, most derogatory in nature (feel free to have NPC's get creative).

His given name is Nathen, only a few of the older whores at the Midnight Salute actually use his given name, the ones who helped raise him.

I'm still making a few final adjustments to stats and background, but should have everything locked in by this evening.


”Lilith” Crunch:

Name in progress
Lilith
Human Female Oracle (Dark Tapestry)/1
N Medium Humanoid
Init +3, Senses Darkvision 30’, +0

DEFENSE

AC 17 (+4 Armor, +3 Dex) touch 13, flat-footed 14
HP 9
Fort +1 Ref +3 Will +2

OFFENSE

Melee Quarterstaff -1 (1d6 -1, x2)
Ranged Light Crossbow +3 (1d8, 19-20/x2, 80ft)

STATISTICS

Str 8 (-2) Dex 16 (10) Con 12 (2) Int 14 (5) Wis 10 (0) Cha 18 (10)
Traits Desperate Focus, Child of the Streets
Feats Eschew Materials, Skill Focus: Profession (Courtesan)
Skills Intimidate +8, Knowledge (Arcana) +6, Knowledge (Planes) +6, Profession (Courtesan) +7, Sense Motive +4, Sleight of Hand +8, Spellcraft +6, Stealth +7
Languages Known Common, Infernal, Aklo

SPELLS KNOWN

1st Inflict spells known
Orisons Create Water, Detect Magic, Detect Poison, Purify Food and Drink

ORACLE CURSE

Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.

REVELATION

Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.


Just to be sure, traits are limited to what is in the APG?

Dark Archive

That is what was said


Hello. It's so rare to see somebody offering to run Age of Worms, I just had to put in an entry. Hopefully, I'm not too late.

Tippy Fullbottle here is just dying to get out of Falcon's Hollow (indeed, if he can't get out soon, dying is probably exactly what will be happening to him once word gets out that he just shanked one of Smenck's goons).


I,too,would like an entry.Hopefully characters are being chosen off of background.

Zor-karnan is a half-elf,who fortunately was not born into this town.After his mother was killed,him and his elf father fled,and his father taught him how to fight;he also taught him that he was a retired Red Mantis Assassin(maybe this can be refluffed as something more acceptable...by the way,the Red Mantis Assassin PrC is from the Inner Sea World Guide;I'm not sure if that is acceptable).

Zor was horrified,and after several months of training,decided to flee..for a while,he was alright,living off of pickpocketing and the like,until he found himself in Falcon's Hollow.He has lived here for a decade,and the place has changed him.He decided to pull out a few books he packed up when he fled,and continue his Red Mantis training.He is now skilled in the art of fighting with the Sawtooth Sabre,and is as deadly with it as his silver tongue.

He now works the crowds out of their money,and sometimes takes money to kill targets,often whom are innocent.More and more,however,another side of him emerges;the good side,one that knows this is wrong,and tries to use his powers for good.


Here is the Full version of Fynn

Shadow Lodge

DM Fraust:
I was set to give him a rank in Know(dungeoneering) and was going to add to his background that he has explored a few of the cairn sights in the hills. Although he has yet to find anything significant. Making The Whispering Cairn next on his list of sights to pay a visit.


Fraust:
I can see that a first level alchemist gets his butt kicked as easily as a first level MU. About the only tools useful to start off with are the bombs. Luckily, I can wear armor and use an axe! A huge improvement over the old AD&D rules, which was the last time I played a MU. New territory here. I haven't allocated my starting skill ranks yet, and for simplicity sake, just copy-pasted the list of "recipes" from the book. According to the APG, I should have 5 recipes in my cookbook to start with. How do you want me to go about selecting them?

How much of my gear will I have been able to scrounge from the mines before leaving and how much will I have to buy with my starting cash?

This town really reminds me of RS! Is that why you selected it?

Baefu wants out so bad he'll do almost anything for money to move on. He doesn't have a problem with cooking the dope and selling it to those dumb enough to take it. He's willing to cook up and sell other concoctions too, if the price is right.

Looks like it'll be a fun game!

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

DM Fraust:
Given that there's a formal congregation of Sarenrae in the area, I think Quintus is going to alternate between being an embarrassment to them ('cause hey, junkie priest), being an excuse for them not to have to come into the worst parts of Falcon's Hollow ('cause hey, we already have a priest there!), and being of actual value to them ('cause hey, for some reason people in the Vein don't tend to respond well to do-gooders from outside, but they still need help). Of course, he doesn't respond well to do-gooders from outside, either...they remind him of the way he used to be, and after the first few times the outside priests figured this out and left him alone*. I figure that the formal congregation tries to support him as much as they can without him noticing, and on the rare occasion that his preaching manages to get someone to pull their lives together and get out they're there to pull them the rest of the way.

*I have an image of the first time he managed to clean himself up, and the local clergy put on a big formal show for him...seeing all those people in their finest clerical robes gave him a massive flashback** so he drank way too much at the reception, threw up on the high priest, and stumbled back into Falcon's Hollow.

**I'm still not sure what he's trying to forget. Right now I'm leaning towards something like Jhod Kavken in Kingmaker, only more so--he raised a mob against someone who turned out to be innocent, and the mob not only tore apart the innocent target but raped and killed several other bystanders and burned down a couple of buildings. The ecclesiastical court found that Quintus shouldn't be held responsible for the mob's actions (once they got rolling he tried to stop them, in fact), but he saw what they did and he can't forgive himself for it (especially after finding out that the original target really was innocent). These days it takes something chemical to blunt the guilt and the memories, and it happens that opium works best for him.


Here is some more general information, specifically info on the churches in and around Falcon's Hollow that I didn't get up yesterday...

Church of Sarenrae: The most recent arrival in the battle for Hollow’s soul is the church of the Dawnflower. This as well as the fact that the church is too close to the stockades for most regular folk’s taste, and the reputation of followers of Sarenrae to meddle in the affairs of others ensuring it gets no support from the Lumber Consortium, all makes it the smallest congregation.

Bronzewood Lodge: Those who revere nature and nature oriented deities can easily find a home in the Bronzewood Lodge, a community of druids, rangers, a few barbarians, and anyone else with an interest in protecting the wild. Located deep in Darkmoon Wood, the Lodge is involved in a very covert war with the Lumber Consortium, and to a lesser extent the mine managers of the area. They are not numerous, aggressive, or organized enough to go into open conflict, though some of the younger and more short sighted members have suggested steps to changing this. Instead of conflict, the leaders of the Lodge have been attempting to negotiate with the powers of Falcon’s Hollow, and find a compromise between the health of the natural world and the needs of industry. At the same time, agents of the lodge work to sabotage the most destructive camps, though they must make all efforts to not arouse suspicion, in the fear of giving the Consortium reason to cease negotiations, or worse, involve the garrison.

Twilight Monastery: A monastery dedicated to Irori lies but a few hours south of Falcon’s Hollow, home to an order of monks occasionally seen in town. Little is known about this order, other than they produce a powerful narcotic from local plants, and only come into the Hollows to sell the processed drug to a select few lounges.

Sisterhood Of Pharasma: Total brainfart moment. I'm at school, away from some of my notes, so all I can put here is there is a group of female worshipers of Pharasma, that have taken it upon themselves to guard the Hollows' boneyard. More later...

There is also the church of Milani and the Chapel of Iomedae that I need to finish writing up. Other than this there are no dedicated churches/temples/religious centers known to the public, though all the gods I mentioned in my original post have a presence in the Hollows.

Coming soon, a new batch of individual responces...

Coming in the hopefully near future, a series of rumors and word on the street type articles that I'll be posting in this alias's profile. As the game progresses I'll add to them, with the group's activities effecting new rumors/what people talk about.

Lastly, as for how I'll make my decision, yes, it'll largely be on background. As in how well can you incorporate your character into the setting, and how interesting that character is (I know, interesting is one of those things that's hard to quantify...sorry). After that will be mechanics, as Age of Worms is something of a meat-grinder, so a solid party is going to be needed to survive...though like I said, I'm much more worried about background now, and only briefly skimming through anything labled crunch/mechanics.


Aye, I have been thinking on my fluff for a few days. I know you said we had until the 21st to submit completely, so I'm taking my time and using as much info as you're willing to give us to get as complete a picture as possible of my character.

Also thinking of doing a 100 questions up on her later, possibly tonight to incorporate into a full history and basis for motivation and concept.


I have an idea for a hustler bard, using minor magics and sleight of hand to aid his gambling, and illusions and compulsions in combat, as well as some combat maneuvers with a whip. Chaotic good, serving Shelyn in his odd way (not going to be a huge deal, just imagine him being an "artist" in his own mind), focusing on buffs when not messing with the enemy, because it's all about YOU baby, and you can do it!

Mostly a feel-good fast-talker. No deep dark brooding past to speak of, just a rogue (in the sense of character, not class) and his life as a happy-go-lucky drifter.


Hu5tru:
Starting out a bit older is fine with me. Being that I've got another potential worshiper of Norgorber I think I might just go ahead and spoiler the info I was going to send, and trust people to either not read it or keep it seperate.

LackOfFocus:
A Dan type character could be a lot of fun, and the background you've wrote is interesting. Just as a heads up, in my games I'm perfectly fine with people playing evil killer types, just so long as they're fine with accepting potential consiquences of their actions. As in, if you end up with a high body count, you'd better be smart about how you go about it. Also, being a worshiper of Norgorber, check out the spoiler at the end of this post.

Smokeshadow:
Sounds good. Keep an eye out for when I get more details up on the Hollows' boneyard, may or may not affect things. Feel free to decide if Nathien's relationship to the Pharasmites is good or bad.

General responce to traits...Go ahead and hit me with traits from other sources, I keep forgetting the race books have traits. Mostly what I didn't want was people attempting to shoe-horn in a campaign trait from another AP. Also, I'm going to try and work up something along the lines of campaign traits for this (they won't count against your two traits, it'll be a bonus), though I think they're likely to be more individualized, based on backgrounds.

Tippy:
No, there's still time. Mostly what I'm looking for now is concept/background. The background in your profile looks good, I like the "oh S&%$" feel I get from it, as in he doesn't feel bad about shanking the guy, but knows he's in not far from a world of hurt because of it. Likely I'll come up with a specific mine manager that payed to bring you and the others to the Hollows, so the manner of his death might change, but we'll see what happens. Also, to Tippy's knowledge he's the only one left, but some of the other children might turn up...

Yeah, I've been looking for an Age of Worms game to get in on for years hear, and it seems like the few I catch are either happening off site, have a ton of house rules, or aren't happening in Golarion.

sphar:
Pretty much any Paizo published Pathfinder book is in, just so long as you let me know what something you want is from. So yeah, Red Mantis prestige class is fine. They don't have a huge presence in Falcon's Hollow, though there is at least one (semi)agent there, and you'll be traveling to places where you could get in touch with the organization. I like the conflicted nature you're presenting too. Lastly, just the general warning I give people who look like they're interested in playing an evil character, I'm fine with it, as long as you're fine with the consiquences of your actions.

K, didn't get to everyone, and didn't get to the Norgorber note...but math is in like 5 min, so I gotta run. I'll try to pick up where I left off a little later today, though I'm going to be running around a lot, so might be tomarrow.

Dark Archive

GM Fraust:
I understand there will be consequences for his actions whether he does them for himself his god or by the Order of his employer. I am still working on his full personality write up but he is not the guy who will go down the street and kill someone for looking at them funny but will kill someone who he finds out is beating his wife and kids, or Whether the secret he finds out about them warrants Death. On that note I am working on another character who is not a "bad" guy like Fynn I am working on an Arcane Caster, LN Magus Bladebound Follower of Abadar I might modify the character here to fit he was made for a Carrion Crown Game. I think he might fit Better But you can decide I will mod him tonight, I just reread him and it looks like the Biggest mod is the Traits, the story could stay the same but adding at the end his Journey led him to Falcon's Hollow Let me know what you think and which character suit the game best. http://paizo.com/people/KazimierTumaz

Shadow Lodge

DM Fraust:
I doubt my relations to the Pharasmites will be a very happy one, but probably not openly hostile. I've set my deity to Groetus, something I don't plan on openly advertising. The Pharasmites are aware that someone freed the bound spirit, but do not as yet realize what has happened to it or who is responsible.

My eidolon was aligned to Groetus in some fashion, though that has altered somewhat with the merging. The end is coming, and there is nothing anyone, man or god, can do about it. I am simply an observer of that inevitable fact for now.


Character crunch draft:
Rickard "Swift Rick" Eysard
Human Bard 1 (Arcane Duelist Archetype)
Str 14
Dex 16
Con 12
Int 14
Wis 8
Cha 16

Traits: Armor Expert, Successful Conman (+900gp, re-fluffed Rich Parents)
Feats: Lingering Performance, Arcane Strike, Spellsong
Spells: 0lv: Ghost Sound, Mage Hand, Message, Prestidigitation // Charm Person, Silent Image

Skills: Acrobatics +7, Bluff +7, Climb +6, Diplomacy +7, Intimidate +7, Knowledge (Local) +6, Knowledge (History) +6, Perform (Oratory) +7, Perform (String) +9, Sleight of Hand +7,

Gear: MW Chain Shirt, MW Buckler, MW Scorpion Whip, MW Guitar, Longsword, Silk Rope 50', Grappling Hook, Backpack, Spell Component Pouch, Belt pouch with remaining money


DM Fraust: Age of Worms wrote:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

General responce to traits...Go ahead and hit me with traits from other sources, I keep forgetting the race books have traits. Mostly what I didn't want was people attempting to shoe-horn in a campaign trait from another AP. Also, I'm going to try and work up something along the lines of campaign traits for this (they won't count against your two traits, it'll be a bonus), though I think they're likely to be more individualized, based on backgrounds.

** spoiler omitted **
Yeah, I've been looking for an Age of...

DM Fraust:

I'm actually going to play him up as more of a LE character with neutral tendencies(or maybe vice versa),as well as the other side of him being lawful good,trying to restore the peace to this broken place.


Fynn:
Things look good so far, either concept works for me. I'm not trying to talk you out of anything, just don't want any misunderstandings later. Kinda reminds me of Dexter, from showtime, in the way you described him in your last post.

Lost Gamer Sounds good.

Raydon:
Everything is bought from starting cash, if you want/need more money there is a trait in the APG that gives you an extra 900 gold.

For formulas, go ahead and pick any five out of the list you think the character would use/develope.

Yeah, the ability to wear armor is actually pretty big. That and simple weapon proficiency (rather than the list wizards have) makes alchimests much more effective once they're out of spells/infusions.

Falcon's Hollow is a mix of two published towns from the two "campaigns" I'm meshing together. There is the fact that I've grown up in a crap hole mining town too...that gives me a lot of insperation on things not covered in the published setting materials. I've been around the drug culture here, some of the gambling culture, and general street level squaller. I want to use that experience in this campaign.

John Woodford:
Sounds very good so far. I really like the feel of what you're going for with this character. I'll brush up on the church of Sarenrae and try and keep the information on my end coming.

Hu5tru...very good idea. Yes, deadline for concepts is going to be the 21st, and I'll be getting information up from now until probably the 20th for people to build off.

Kamelguru...sounds nice. We could use a couple more good(ish) guys to balance out some of the darker personalities that have come out of this. What I'm looking for now is a paragraph or two (more is cool, but I don't need to sift through a novella) of where your character fits in the setting.

Smokeshadow...I'll read up on that deity. Sounds good.

sphar...that's a very ambitious goal. Course, that's not a bad thing at all.

now, something I need to get up before I forget...first though, only read this spoiler if your character worships Norgorber. This info reveals some heft spoilers for the first several adventures.

Norgorber followers:

Of the four aspects of Norgorber the Reaper of Reputations is the most important for discussion of Falcon’s Hollow. If you’re familiar with the plot of Age of Worms, Norgorber is taking the place of Vecna. If you aren’t, and well even if you are, this is what your character can know (you don’t have to get tangled up in this if you don’t want to. It’s perfectly reasonable to assume the character worships Norgorber but has no clue of the workings of other followers): Just a few years ago there was a small gathering of those who worshiped the Reaper of Reputations, with several members among the prostitutes of the Hollows, who were often privy to the secrets of the areas elite. Things changed when a priest of Norgorber came into town along with his followers, all holding to a heretical belief that had them dealing very closely with agents of two other dark gods, Rovagug, and Zon-Kuthon. This new priest had the goods on nearly every one of the original cult, and black-mailed them into switching over to his new “church”. Things haven’t been bad so much sense the change, as just different. Instead of a group of gossipy whores and serving girls with delusional political aspirations, the following has actually begun to influence events in the Hollows. Rumor has it the Faceless One, as the priest is called, has even been meeting with Smenk and telling him what’s what.


DM Fraust:
Here is my updated character fluff. Tell me what you think.

No one knows much about the man called Bishop Jerro. They just know he at one time resided in Taldor. The evidence being the distinctly taldan coins he puts down for his drink. What he doesn't tell people is that the grand prince/his forces are looking to arrest him for desertion.
He deserted after he refused to follow an order during a mission in Qadira. He was ordered to kill some Vudrani children who had spotted them which of course jeopardized their mission. As loyal as he was to his country, he could not harm innocent children. He was of course, punished for his disobedience. Afterwards, he decided he could not stay and went AWOL. And so he's gone from town to town, playing cards, getting in brawls drinking sarsparilla. Besides gambling, he occasionally takes odd-jobs like bringing in bandits to put food in his stomach and bullets in his gun. So he came upon the town of Falcon's Hollow. What better place to get lost than this wretched hive of scum and villainy? No one would be dumb enough to look for him there.

Bishop stands at an average 5 foot 7 with short dark hair. He has the perpetual 5 o-clock shadow on his face. He sports a worn/dirty leather duster with a his gun at his hip. The pistol is somewhat of an heirloom from his father who was originally from Alkenstar. His father wanted him to be different so he trained him in the ways of the firearm. He also has a knife at his belt and a set of brass knuckles on one of his hands.

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