
Wandering GM Wastrel |

Slightly delayed, but good to go! Couple of points to help shape chargen:
1) I'm still not an expert at PF2, so if you go for anything complicated (spellcasting or one of the newer classes like witch or thaumaturge) you need to be very sure you understand the rules so you can explain them to me as needed. Likewise, please stick to the basics and don't take anything marked "Uncommon" or "Rare" - as I get more confident with the game I will lift this ban but it's in place for now.
2) This module absolutely has a "my very first adventure" feel to it (to my mind at least), a bit like Crypt of the Everflame: you're not seasoned adventurers or veteran warriors, you're stepping in because nobody else can or will. Also, Falcon's Hollow is a bit of a backwater; there's like one dhampir in town and everyone knows who she is. I'd prefer to keep with that theme and not have Leshy or Kitsune; please stick to the core ancestries (although I'm willing to be flexible on the versatile heritages if someone desperately wants that).
Questions/comments/queries - have at it, and I look forward to seeing what you come up with :)

Wandering GM Wastrel |
1 person marked this as a favorite. |

Likewise :)
OK, so what do you all need to know about Falcon's Hollow?
1) It's corrupt There used to be 3 families that ran the place, but the surviving family (the Kreeds) had the other two families killed off - or so the rumour goes. But don't go listening to rumour, or spreading them either! Kreed and his lackeys control pretty much everything, from the magistrate through to the local wizard through to what gets bought and sold on the high market (and who gets access to the high market in the first place - and it's certainly not you guys, at least for now). The few good(?) guys (the herbalist, the sheriff and the local priestess, plus one or two others) don't really get on and aren't able to coordinate any resistance, beyond doing what good they can. This isn't a "let's clean up this town!" adventure.
2) It's a long way from anywhere Nobody comes to Falcon's Hollow by happenstance. This town is the end of the line for many of its residents: a final destination in a flight from the law, a haven from crushing debts, a sanctuary from abuse, or a new start free from religious persecution. Yet those who dwell in the town know that it has more than its fair share of problems, and many who come to live here soon realise they simply traded one set of worries for another. Far from the cares and demands of civilisation, the dense forest and crystalline river of the surrounding Darkmoon Vale might seem to promise freedom, but in truth, those who dwell here do so under the oppressive auspices of the Lumber Consortium and Thuldrin Kreed’s harsh vigilance.
3) There's only one game in town Whatever the poets might say, civilisation is built on timber. If it's metal, it was forged in a charcoal furnace. If it's stone, it was constructed with wooden scaffolds. Even if it's just a hole in the ground, it is propped by wooden beams. All that timber comes from somewhere, and a lot of the good stuff (the dense hardwoods and precious darkwood) comes from Darkmoon Vale. It's a brutal business: families here are large, and everyone has lost someone (killed or maimed) in the lumber camps or the sawmills of Falcon's Hollow. The entire town was built by and is run for the benefit of the Lumber Consortium.
(If you're looking for a RL equivalent, think the mining towns of Appalachia: I owe my soul to the company store)
4) It's safer than the alternative As bad as the town may be, the surrounding area of Darkmoon Vale is not somewhere you want to end up alone. The dense forest is trackless and lightless beneath its vast canopy, a suffocating and oppressive place. Away from the river, you can get lost and die of thirst if you don't know what you're doing. Although the wolves, giant moorsnakes and stirges that live there will probably make sure that thirst is the least of your problems...

Wandering GM Wastrel |

Oops, one more thing: the year is 4707 AR. That's right: the Runelords haven't risen (much less returned!), a King still rules in far-off Korvosa, the Whispering Tyrant is safely imprisoned beneath Gallowspire, the Worldwound is still a festering blight upon Golarion, and Cheliax is secure - the civil strife of the Glorious Reclamation is a decade or more away.

Wandering GM Wastrel |

Oh, yes, sorry! If it's on Archives of Nethys you can have it, as long as it's not Uncommon or Rare. If it's not on Archives of Nethys then as far as I'm concerned it doesn't exist :)

Lucia Wriothesly |

I'm in - I was planning to play a bard anywhay but after taht music (which was great but a bit man-centric ) I *have* to :)
Also, George Clooney is teh only man in the world who can look sexy in dungarees. I will taek no further comments at this time.
Ciao, I have arrived. (If I'm still welcome!)
Hello! I don't think we've gaemed together before - sorry if I'm wrong about that - I'm sure you're still welcome and I lok forward to gaming with you :)
Hello Brainia, it's been a while - I hope you aer doing well.
1) It's corrupt There used to be 3 families that ran the place, but the surviving family (the Kreeds) had the other two families killed off - or so the rumour goes. But don't go listening to rumour, or spreading them either! Kreed and his lackeys control pretty much everything, from the magistrate through to the local wizard through to what gets bought and sold on the high market (and who gets access to the high market in the first place - and it's certainly not you guys, at least for now). The few good(?) guys (the herbalist, the sheriff and the local priestess, plus one or two others) don't really get on and aren't able to coordinate any resistance, beyond doing what good they can. This isn't a "let's clean up this town!" adventure.
Can you tel me/us a bit more about teh other familiies? I might want to be a descendant of one of them - liek distant enough not to have a legal claim, but still maybe a bit of a grudge?

Wandering GM Wastrel |

Ciao, I have arrived. (If I'm still welcome!)
Yes, of course! Great to have you on board :)
Fine, fine, consider my arm twisted.
If there's still space, I'll play. ;)
There's definitely still space - I had a feeling you might not stay away for long :D
Can you tel me/us a bit more about teh other familiies? I might want to be a descendant of one of them - liek distant enough not to have a legal claim, but still maybe a bit of a grudge?
Wait, you want me to write a long, rambling post full of world-building and flavour text?! But it's not even my birthday...

Wandering GM Wastrel |

I'm in - I was planning to play a bard anywhay but after taht music (which was great but a bit man-centric ) I *have* to :)
Hot damn, that's an impressive contralto (assuming it's not being altered?) - I'd always just assumed she was a teeny-bopper.

Tareth |

Okay. I'm going with goblin swashbuckler.
He grew up working in the big Kreed lumber mill like many in his clan. The Kreed's prefer to use goblin's to maintain the massive blades and steam powered equipment because they are small, nimble, quite expendable, and work cheap. Seeing no future and a limited number of fingers and limbs in that line of work, he decided on a different career path. Having always been good with a blade, he initially tried to work for the sheriff. His hope being that a bit more law and justice in Falcon's Hollow could help his clan who were often mistreated and taken advantage of by all three families. Especially as things grew worse when the Kreed's took over completely. Unfortunately, the sheriff has his own feelings about goblin kind and refused to hire him. With few other actual prospects he's simply spent his time practicing, and practicing some more, and taking the occasional job as a hired guard or plain domestic laborer.

Wandering GM Wastrel |

Bard and champion I'm more or less familiar with - I'm going to have to read up on the others.

Alorea |

Alias in progress. Alorea is a Desnan pilgrim who came to Falcon's Hollow during her wanderings. She has been saddened by the conditions she's found here and is preparing to move on, but before she can leave, adventure calls!
She can do some fun stuff with her unleashed psyched and amped psi cantrips. She can heal an ally for a small amount once every 10 minutes, dazzle enemies with dancing lights, and cast shield on an ally instead of herself and reinforce it so it can block multiple hits. She also has color spray to debilitate foes and can do decent damage with imaginary weapon if she gets into melee range.
EDIT: Aside from finishing gear and writing a more detailed backstory, Alorea is ready to go.

Wandering GM Wastrel |

BEHOLD! I bring you flavour text
“Only the Desperate and the Brave.” So reads the proud motto of the town of Falcon’s Hollow, for here on the fringes of Andoran, in the shadow of the looming volcano known as Droskar’s Crag, the dim, mist-laden forests are prowled by feral beasts, ravenous monsters, and the restless souls of the dead. Once, the great dwarven kingdom of Kraggodan (a name now long-forgotten by Humans, and remembered only in the laments of the Dwarves and the memories of Elves) brought safety and stability to the region, but that all ended with the wakening of Droskar’s Crag during the apocalypse known today as the Rending. Today, the land has recovered from the volcanic eruption, and as is humanity’s wont, settlers have returned to the region.
“Only the Desperate and the Brave” came to build Falcon’s Hollow, and time has appeared to reward that desperation and bravery - although not without great cost. The town has suffered numerous tragedies and violent conflicts with monstrous neighbours during its scant 150 years of history. Tales of these events are passed on from one generation to the next, cobbled together from gossip sessions known alternately as “cutting dust” (chatting in the cutyards) or “blowing cinders” (telling tales around a hearth fire at one of the town’s taverns).
Founded in 4573 AR, Falcon’s Hollow was hastily erected by one of Taldor’s oldest companies, the Lumber Consortium. Over those first desperate years, Falcon’s Hollow successfully clung to its existence in the face of wild beasts, monstrous threats from deep within Darkmoon Vale, and other horrific trials made all the more desperate by self-absorbed leadership from the Lumber Consortium itself. The survival of the town is a testament to the steely resolve of its three founding families: the taciturn Larko clan, the brave Samkil family, and the brutal Kreed family. These families weathered the Harpy-Hag Massacre of 4603, finally ending that conflict by marrying a scion of the Larko family off to a daughter of the dread hag Ulizmila’s coven. They endured the decade-long period known as the Misery (4631–4641), which claimed many of the children of Falcon’s Hollow until the attic whisperer responsible was defeated by the eldest of the Kreed daughters, Balkri.
Eventually, the three founding families began to die off. The Hobgoblin Strife of 4679 claimed the last living scion of the Samkil family, although rumours persist that the crossbow bolt buried in young Jebrika Samkil’s back bore a suspicious resemblance to those used by Kreed’s patriarch. Then in 4701, the Falcon’s Feud culminated in the eradication (by mass burning) of the Larko clan by a panicked mob who had come to believe the Larkos had become “unnatural folk” - changelings and stranger kin (thanks in no small part to rumour-mongering from Kreed lips). Today, Thuldrin Kreed and his son Jurin are the sole surviving descendants of the original founding families, and (more crucially) the sole owners of the whole region’s Lumber Consortium felling rights.
*sigh* Yes, Nik, that means you can play a changeling if you want to ;)

Wandering GM Wastrel |

Okay. I'm going with goblin swashbuckler.
He grew up working in the big Kreed lumber mill like many in his clan. The Kreed's prefer to use goblin's to maintain the massive blades and steam powered equipment because they are small, nimble, quite expendable, and work cheap. Seeing no future and a limited number of fingers and limbs in that line of work, he decided on a different career path. Having always been good with a blade, he initially tried to work for the sheriff. His hope being that a bit more law and justice in Falcon's Hollow could help his clan who were often mistreated and taken advantage of by all three families. Especially as things grew worse when the Kreed's took over completely. Unfortunately, the sheriff has his own feelings about goblin kind and refused to hire him. With few other actual prospects he's simply spent his time practicing, and practicing some more, and taking the occasional job as a hired guard or plain domestic laborer.
Hands up, I'd honestly forgotten that Paizo made goblins a core ancestry in PF2. But let's roll with it and say that of course the Kreeds use cheap, expendable labour when they can. The problem is that the sawmill work is more skilled than the wood-cutting (which goblins aren't suited for anyway on account of their low Str) and it therefore pays better, meaning that there's a certain amount of ill-feeling towards the goblins getting the "cushy" work that lets them earn more, stay in town and not have to venture out into the wilds.
Ah yes, the Sheriff. Deldrin Baleson is actually a good man half-elf in his own, Lawful Neutral way. The towering, muscle-bound lawbringer used to be a lumberjack in the pay of the Consortium until he had a violent argument with Kreed's lackey, "Boss" Teedum and ended up breaking the guy's nose with the flat of his axe (an axe, btw, that he still carries around to remind Teedum of that day). The locals, seeing someone willing to stand up to Kreed, elected him sheriff the next week; and since then he has done what he can (which isn't a lot, but the will is there) to keep the town as safe as possible. Sadly, he is not without his own prejudices and he still remembers the Goblin Wars as a personal thing, rather than (as most humans see it) something his grandfather fought in.

Wandering GM Wastrel |

Alias in progress. Alorea is a Desnan pilgrim who came to Falcon's Hollow during her wanderings. She has been saddened by the conditions she's found here and is preparing to move on, but before she can leave, adventure calls!
She can do some fun stuff with her unleashed psyched and amped psi cantrips. She can heal an ally for a small amount once every 10 minutes, dazzle enemies with dancing lights, and cast shield on an ally instead of herself and reinforce it so it can block multiple hits. She also has color spray to debilitate foes and can do decent damage with imaginary weapon if she gets into melee range.
EDIT: Aside from finishing gear and writing a more detailed backstory, Alorea is ready to go.
I'm really looking forward to seeing how this class works; my first thought on looking it through was to see that you get at most 2 spells of each level per day(!!!), but it sounds like there are compensations.
For your backstory, can we say that around a dozen years ago (or so), during your wanderings you met a dwarf archaeologist and adventurer named Druingar Glintaxe and learned from him about Falcon's Hollow. I'll let you decide what sort of relationship you had, but eventually you went your separate ways; he made enough of an impression that you have come to see the place for yourself. There are around 40 halflings in town, so a small community if Alorea is minded to spend time with her own folk - the town's magistrate, Vamros Harg, is a halfling but he seems to be fully in the pocket of the Kreed family. It's a shame really, as he is charming, youthful, intelligent and exceptionally well-dressed.

Wandering GM Wastrel |

Although, I'm planning my Champion to be a Robin Hood figure trying to save Falcon's Hollow from the evilSheriff of NottinghamLumber Consortium, so anyone who feels like being part of my lovable band of golden-hearted brigands, feel free!
I can't even begin to tell you what a terrible, horrible, no-good, very bad idea that is. Please do it :D
...you're ok with rolling up a replacement character, right?

Wandering GM Wastrel |

1) It's corrupt There used to be 3 families that ran the place, but the surviving family (the Kreeds) had the other two families killed off - or so the rumour goes. But don't go listening to rumour, or spreading them either! Kreed and his lackeys control pretty much everything, from the magistrate through to the local wizard through to what gets bought and sold on the high market (and who gets access to the high market in the first place - and it's certainly not you guys, at least for now). The few good(?) guys (the herbalist, the sheriff and the local priestess, plus one or two others) don't really get on and aren't able to coordinate any resistance, beyond doing what good they can. This isn't a "let's clean up this town!" adventure.
*taps the sign*

Vyana Yada |
1 person marked this as a favorite. |

Umm....
Well now I'm really confused.
I think he means that we're not intended to free the town. Rather simply rescue it from the latest calamity that's to befall it.
It'll stay corrupt and the Sheriff of Nottingham Lumber Consortium will still remain in power, but the people will be able to get on with their miserable, but fulfilling lives. :)

Wandering GM Wastrel |

But with renewed hope in goodness, right and the fabulousness of Lincoln Green! :D
To say nothing of the tights!

Lucia Wriothesly |

I can't help feling that you made that sign knowing you'd need it later!
QUESTION: The hymn of healing spell is labelled Uncommon, although the feat that gives it is labeled Common. Can I have it?
I've put my charcter together in the alias - I've writent the backgournd below but let me know if it needs any changes.
The Wriothesly (RISS-lee) family was pretty wealthy in its own right, back in the day. And when they married into the Samkil family they should have been set for generations - only it didn’t work out that way. When Jebrika Samkil died, Lucia’s granpappy had the grand idea to claim their wealth and titles and property by right of marriage. The Kreeds destroyed him – not by force, but in the courts. Of cours, it helps when you own the courts. It took all the money they had, and more, to get out of the lawsuit once it was started, and at the end they ahd nothing. Granpappy drank hisself to death soon after, and Lucia’s dad has spent his entire life just to get out from under the weight of debt. All they have left is the family name – a reminder that they used to be soemone, once.
All Lucia has known is the same level of poeverty that the rest of the folk in Falcon’s Hollow all share. She avoided a life of manuall labour by being good with people and skilled in performing – she makes her living by singing at the tavern of an evening. Most of what she sings is the good old traditional tunes, but she has started mixing in some of her own compositions which are mostly well received. Recently, some of her tunes are about sticking it to The Man (The Man in this case being Kreed) but she’s careful not to sing them too often. She has a rebelious spirit and a good heart, a sucker for most sob stories. In the last couple of motnths she has tried striking up a friendship with the local priestess, who seems to be on the side of good. Her ideal would be for the few people who can stand up to the Kreeds (the priestess, the sheriff, the herbalist) to band together rather than to fight each other. But maybe that’s just a girls dream and she needs to grow up.
Lucia is friednly and approachable, perhaps a little too soft for her own good. This is a hard town. But she’s no pushover – one of the sheriff’s deputies has taught her the basics of fighting with sword and bow, and she’s no great warrior but in a fight she won’t disgrace herself.

Wandering GM Wastrel |

I can't help feling that you made that sign knowing you'd need it later!
What can I say? I've been a GM for a long time now ;)
QUESTION: The hymn of healing spell is labelled Uncommon, although the feat that gives it is labeled Common. Can I have it?
*facepalm* Yes, absolutely. I don't know WTF is going on there but if the feat is labelled as being Common then you can take it.
To be clear, that facepalm isn't aimed at you.
I like your ideas, I will get back to them later on when I have more time.

Wandering GM Wastrel |

That's fine! IIRC, alchemists in PF2 are one of the more complicated classes, in terms of the mechanics; but they can do an awful lot. Given the absence of clerics from town (on which more later), alchemical and herbal healing has taken on a premium - so even though goblins aren't exactly liked by most, it's a great way to make yourself useful.
If you're an alchemist, then you would definitely have some sort of acquaintance with Laurel Gebre, the local herbalist and healer. Her shop (Roots & Remedies) is the place to go whether you're feeling unwell, genuinely ill or just looking for some extra "oomph" in your life. She is a stick-thin bundle of nervous energy, a Garundi woman with thick dreadlocks who stands out a mile in a place like Falcon's Hollow. Nobody knows exactly how she ended up here, nor exactly why she and the local priestess can't even stand to be in the same room together. But you can bet that there's a lot of speculation - not in their hearing of course! Doesn't do to annoy the closest thing to a physician that you'll get in these parts.

Wandering GM Wastrel |

The Wriothesly (RISS-lee) family was pretty wealthy in its own right, back in the day. And when they married into the Samkil family they should have been set for generations - only it didn’t work out that way. When Jebrika Samkil died, Lucia’s granpappy had the grand idea to claim their wealth and titles and property by right of marriage. The Kreeds destroyed him – not by force, but in the courts. Of cours, it helps when you own the courts. It took all the money they had, and more, to get out of the lawsuit once it was started, and at the end they ahd nothing. Granpappy drank hisself to death soon after, and Lucia’s dad has spent his entire life just to get out from under the weight of debt. All they have left is the family name – a reminder that they used to be soemone, once.
All Lucia has known is the same level of poeverty that the rest of the folk in Falcon’s Hollow all share. She avoided a life of manuall labour by being good with people and skilled in performing – she makes her living by singing at the tavern of an evening. Most of what she sings is the good old traditional tunes, but she has started mixing in some of her own compositions which are mostly well received. Recently, some of her tunes are about sticking it to The Man (The Man in this case being Kreed) but she’s careful not to sing them too often. She has a rebelious spirit and a good heart, a sucker for most sob stories. In the last couple of motnths she has tried striking up a friendship with the local priestess, who seems to be on the side of good. Her ideal would be for the few people who can stand up to the Kreeds (the priestess, the sheriff, the herbalist) to band together rather than to fight each other. But...
I like this, it works really well with the background and establishes you as a resident of the town with something to prove; but nothing achieved yet. Lots of boxes ticked! I'm feeling generous (it won't last) so I'm going to put you in the nice tavern rather than the other one. Which is to say, you work at Jak a'Napes rather than The Sitting Duck.
Jak a'Napes is a ramshackle inn which offers food and lodging to travellers passing through Falcon’s Hollow. It's also where the locals prefer to go if they're looking for good company rather than to let off steam. The rotund and ruddy Jak Crimmy is a retired troubadour who sports an easy smile and always has a warm welcome, a solid meal, and a tale or two ready for weary visitors. Her cinnamon-crusted flapjacks are legendary, as is her skill at juggling frying pans and her astonishing marksmanship with a crossbow. Jak makes her cinnamon pancakes once per week, and the line to taste a sugared forkful runs all the way around the building and halfway down the thoroughfare. Nobody knows exactly why Thuldrin Kreed never sets foot in the inn, but of course there are a lot of rumours. Some claim Jak is related to the old Samkil family, and some strange magic pact or fey curse bars Thuldrin from taking action against this last scion of the Kreed family’s old counterparts. When asked about Kreed, Jak merely shrugs and laughs that “cinnamon isn’t for everyone.”
The Sitting Duck is basically the cantina from Mos Eisley spaceport, in a fantasy setting. In other words, it's the local hot spot for adventurers, explorers, and other rapscallions looking for excitement. The tavern serves a potent brew of fermented darkwood leaf that’s said to be able to “floor an ogre” in a few tankards. Raucous games of “knivesies” and “lefty-loosey” (two quite dangerous recreational activities with a high rate of maiming) rage late into the night among adventurers sharing tales of the dangers of Darkmoon Vale, Droskar’s Crag, and other nearby landmarks. Kreed likes to keep close tabs on any adventurers or mercenaries passing through Falcon’s Hollow; and the Duck is the perfect venue for gathering all these potential employees and threats in one place.

Wandering GM Wastrel |

So, the cleric situation.
Falcon's Hollow is not the sort of place where faith thrives - or at least, faith in the sort of gods who grant healing rather than harm. The sole place of worship is - weirdly enough - the temple of Iomedae (Lawful Good being the sort of good that persists with discipline and duty regardless of the odds), with a staff of one. Lady Cirthana Gensar, despite being here for almost a decade now, continues to struggle to win converts in the beleaguered town. In the first few years that she was here, she requested aid from her church - only to see the cloistered would-be clerics and paladins of her faith woefully unprepared for the subtle perils of corruption offered by this town. The Lumber Consortium, for its part, is unwilling to risk antagonising her directly, so they have settled for neutralising her by making it clear that anyone who associates with her will be regarded as "undesirables" - as a result, few locals trust Cirthana, and most lay their medical concerns at Laurel’s feet instead at Roots and Remedies. As a further complication, Cirthana is hampered by the fact that the Lumber Consortium is the legally-constituted authority in this region; which makes it difficult for her to act directly against them - tyranny being regarded as marginally better than anarchy. She instead has resorted to stubbornly playing a long waiting game, ready to provide what small bits of aid she can to the townsfolk and hoping to slowly lure them away from the Lumber Consortium's rule.
Lucia is, as a result, someone who Cirthana confides in somewhat. While you are none the wiser as to what lies at the root of the feud between the priestess and the herbalist, you have become aware recently that Cirthana is having regular meetings with a worshiper of Erastil, named Barlus Chorton. Barlus is hoping to set up a shrine to his god in the woods beyond Falcon's Hollow, so that he and other followers of Old Deadeye can meet in private without Kreed looking over their shoulder. Lucia probably shouldn't know as much of their plans as she actually does, but she's easy to talk to and clearly not an informer for the Lumber Consortium. Cirthana and Barlus have therefore perhaps not been as tight-lipped when she is around as they might have been otherwise.

Wandering GM Wastrel |

I can tell you've created a great character because now I'm invested in finding out whether he does actually rediscover Nana's Gut Busting Mind Melting Chili recipe! (Although goblins don't write things down, right? Or has that been retconned now you can have goblin PCs?)
Also, if you spend/spent any time in the Cutyard you'll have made the acquaintance of Boss Payden "Payday" Teedum: a pug-faced, mash-nosed man who earned his nickname from the way he doles out violent “dues” to anyone who fails to follow his commands fast enough. He has long squabbled with Deldrin Baleson, the town’s sheriff. The only reason that he hasn’t taken more violent steps against his nemesis is a fear of turning the sheriff into a martyr. Teedum is Kreed's overseer for the lumber operations, which makes him one of the significant players in town in his own right.

Vyana Yada |

Following the school of the Starlit Span, using her longbow for her magical attacks and dabbling heavily in woodslore, Yvana would probably find a kindred soul in the fellow worshiper of Erastil, Barlus Chorton.
Would they likely be friends? If so, is there any more info about him?

Wandering GM Wastrel |

It makes me unreasonably happy that someone is actually reading the stuff I'm posting :D
My work is pretty busy the next couple of days (Monday and Tuesday in general are my busy days, just as an FYI) but I will post more information on Barlus when I can.

Wandering GM Wastrel |
1 person marked this as a favorite. |

Hmm - halfling champions are a terrible idea, all things considered.
So barbarian or ranger? So far everyone is saying ranger, which is sensible but boring!
Or stick with champion but change the ancestry?
I came here to say "nononono don't *encourage* him" bit I was too late :(
Just for that, I'm going to introduce several more NPCs! I'm kidding, of course. I was going to introduce several more NPCs anyway

Vyana Yada |

Nikolaus de'Shade wrote:Or stick with champion but change the ancestry?Hmm - halfling champions are a terrible idea, all things considered.
So barbarian or ranger? So far everyone is saying ranger, which is sensible but boring!
Noooooo!!!!!

Lucia Wriothesly |

Wandering GM Wastrel wrote:Noooooo!!!!!Nikolaus de'Shade wrote:Or stick with champion but change the ancestry?Hmm - halfling champions are a terrible idea, all things considered.
So barbarian or ranger? So far everyone is saying ranger, which is sensible but boring!
Seems like a strong reaction?
Just for that, I'm going to introduce several more NPCs! I'm kidding, of course. I was going to introduce several more NPCs anyway
Noooooo!!!!!
(Joking. I'm glad to see you get your GM mojo back. I've missed it)

Scupper Shroomgut |

I can tell you've created a great character because now I'm invested in finding out whether he does actually rediscover Nana's Gut Busting Mind Melting Chili recipe! (Although goblins don't write things down, right? Or has that been retconned now you can have goblin PCs?)
Also, if you spend/spent any time in the Cutyard you'll have made the acquaintance of Boss Payden "Payday" Teedum: a pug-faced, mash-nosed man who earned his nickname from the way he doles out violent “dues” to anyone who fails to follow his commands fast enough. He has long squabbled with Deldrin Baleson, the town’s sheriff. The only reason that he hasn’t taken more violent steps against his nemesis is a fear of turning the sheriff into a martyr. Teedum is Kreed's overseer for the lumber operations, which makes him one of the significant players in town in his own right.
I think it is still pretty rare for most goblins to write things down. But that doesn't mean it doesn't live on somewhere, in some form. Maybe parts of a nursery rhyme scattered across the three major tribes (of course how have those changed from the original over the years.) Maybe the wiley old matron did write it down, but where would she have hidden it? Or maybe its more of his personal alchemical philosophers stone. Anyway...
I'd expect Scupper at least knows of Payday Teedum. Probably took a beating from him now and again like nearly every goblin at the mill. But he's maybe also done the foreman a favor or two by healing a couple of his boyos with his potions or providing something to go boom when the man needed to really put an exclamation on a point he was making. Course, Scupper wouldn't do that if other goblins (or even other short folk like the halflings) were the targets. Other longshanks on the other hand...well outside of Laurel, Scupper doesn't much worry about their squabbles.