Scarecrow Golem

ZomB's page

**** Pathfinder Society GM. 918 posts (1,024 including aliases). 30 reviews. 1 list. No wishlists. 18 Organized Play characters. 8 aliases.


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I hadn't noticed and just went to check. It was added to my digital assets on Tuesday. So looks like its done for everyone.

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Is there a penalty for swimming in metal armor, or carrying metal weapons?

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There's a definite bard theme happening there. So why no team All Singing and Dancing?

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1 person marked this as a favorite.

Once you get PCs with dream message or sending this AP likely becomes a whole lot easier.

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scary harpy wrote:
Should I ask if the Inner Sea has public libraries here or start a new thread?

PFS scenario Echoes of the Overwatched visits Forae Logos in Absalom, one of the largest libraries in the world.

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The short description for charm says: "A humanoid becomes more friendly to you"

However the full spell text says "targets 1 creature", and doesn't mention a qualification, which is odd. In 1E we were always told to take the full description as the correct one.

What is intended?

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Ah, so this is how the Irespan was built, and the Storval stairs.

I expect seriously large castles and designer dwellings are built this way - or at least start out with this as foundation.

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Thanks for the excellent work.

With the focus on not being where the damage is; will there be discussion on what defensive spell to prefer when slots are limited? e.g. Mage Armor vs Longstrider, Mirror Image vs Heightened Longstrider.

Will the Fleet feat become a staple for all builds not just martial ones?

(Though its so good the monk build has Fleet twice)

Another thing I would like to see is the rating for heightened versions of spells in that spell levels list, which I note you do discuss against the base version for some but not all spells. e.g. Magic Missile 3rd, Enlarge 4th/6th.

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Does Baleful Polymorph work vs
- constructs?
- corporeal undead?
- incorporeal undead?

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How does this work with creatures that are described as having different dimensions to their nominal base size? Particularly many gargantuan creatures and huge+ winged creatures.

For example a Roc is described as having an 80ft wing span and 30ft length and therefore should be immune from a box based on 120ft length of wall (unless standing with wings furled). A Tyrannosaurus is described as 50ft long and therefore 120ft would not quite encircle it, never mind box it.

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Cup/tankard shaped object: empty yourself of liquid when noone is looking.

Metal Plate/Dish: tilt and slide your contents on the floor when someone carries you.

Ball: roll away when someone tries to grab you

Ring: rotate slowly round any finger that wears you

Necklace: contract and expand as your wearer breathes in and out

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An, ahem, annoying typo: "An honestly strong option with little drawback that will annoy you get extra mileage even from your cantrips"

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2 people marked this as a favorite.
Timeshadow wrote:
Of note will this spell work underwater? It seems like RAW it shouldn't due to there being no "Room" as the space is already filled with water?

If it can displace water, then humans and other creatures have a similar density, and it becomes, erm, a game changer ;-) So probably best to err on the side of not allowing it to displace anything with bulk when unshrinking.

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From the official errata: Page 292: The waterskin is always light Bulk, whether full or empty.

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Atalius wrote:
With Calm Emotions as long as you don't harm the creature who's affected it continues to work? So harming it's allies is ok correct, or?

Yes but if one if their allies is in reach and realises what is happening then their ally can use their last attack to punch some sense into them and as its at -10 likely miss or do minimal non lethal damage.

As its a burst it seems generally solid, though incapacitation trait means it needs to be your highest level spell.

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Atalius wrote:
Would anyone consider Confusion a decent save or suck? It could last 1 round or if your lucky 2-3.

You are giving up a turn so one opponent might give up a turn, and might attack one of your team anyway. I would only do it when the only folks the target can move to and attack are its allies.

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Stone has a density of around 2.5 to 3, depending on which type of stone/rock. So weighs about 2.5 to 3 times as much as a living donkey.

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Conditions: https://drive.google.com/file/d/1RxGnkEv10F7CPaGQDXZl6aAjl3IWI2ci/view

Actions B&W / Color:
https://www.dropbox.com/s/92iy9t0l19e5bpt/PF2%20Action%20Sheet%201.2-grey.p df?dl=0
https://www.dropbox.com/s/4v8lli13m1zqn2f/PF2%20Action%20Sheet%201.2-color. pdf?dl=0

(From reddit)

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easytool references the source.

Use http://www.pf2.easytool.es/tree/ and set the filter to the book/scenario you want or just deselect the books you dont want then save and click on the creatures menu.

Only covers the major modules. Fall of Plaguestone and Age of Ashes at present, and the lost omens character guide.

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The Pathbuilder 2 android app and the pf2.easytool.es website (and pf2.easytool.es/sheets and pf2.easytool.es/tree) seem to be the main ones mentioned previously in this forum.

Also try searching on the pathfinder2e reddit. There are several character sheets and character sheet apps popping up.

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Where does it say the target doesn't take damage if its good?

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Have you checked out the pathfinder2e reddit? there are several on there if you search for “character sheet”

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Probably worried about triple augment summoning

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20 cubic feet encompasses a ladder at least twice as long as the feather token ladder, which would be impractically long for a ladder.

Good point that the spell as written duplicates a feather token, for mundane objects.

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20 cubic ft of stone block/boulder weighs about a ton. Placing these on bridges, roof tops or towers is likely to collapse them. So you could carpet bomb towns and villages with them. They don't damage on contact, but having a one ton stone block on your roof isn't likely to be stable.

You could drop these on drawbridges to either damage them or stop them being raised.

You could drop them in the weight basket of a seige weapon to power it.

Similarly you could use it to power gravity devices such as elevators, pulley system trains and pumps.

Statue moving/theft/delivery service sounds a very sensible use of the spell - and a good plot device.

Shaped blocks make great instant doors for a secure room.

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There are of course the Pathfinder society pregens of L1 and L5 PCs. You can cover many NPCs by taking those and applying the weak/elite adjustment (and occasionally scrubbing a spell level). I was just doing that for Sandpoint NPCs.

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Nils Janson wrote:
ZomB wrote:

Well the organized play FAQ says:

"Can I use the massive damage optional rule from the Core Rulebook in the Pathfinder Society Roleplaying Guild?

No, this rule is not legal for play."

But that has not been updated for PF2, so who knows.

Just rename the PC to Schrodinger for now.

But this clearly references the old optional rule.

The PF2 rule is not optional.

Yup, but you are also not allowed to ignore PFS rules you don't agree with. The PFS rule is also not optional. Like I said Schrodinger.

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Well the organized play FAQ says:

"Can I use the massive damage optional rule from the Core Rulebook in the Pathfinder Society Roleplaying Guild?

No, this rule is not legal for play."

But that has not been updated for PF2, so who knows.

Just rename the PC to Schrodinger for now.

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Thanks for the rules references.
The majority of Golems are DR/Adamantine, and sometimes also slashing or bludgeoning.
So the majority dont appear to strike as magical.

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I think I am missing something obvious, but I cant find anywhere that says Golem slam attacks are considered magical. Where is it mentioned?

I am looking at Dust Form and thinking well that's amazing vs Golems if they aren't magical attacks.

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Staves:
The staff of fire appears under statted compared to all other staffs. Likely should cost 90 gp and be level 4.

The rare staff of power likely should have a rare cost premium applied of at least 50% in line with the staff of the magi.

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With exceptions, the 3 general rules I have determined are:

1) All spells in the staff share a trait, sometimes 2. e.g. Necromancy, Plant, Light, Positive

2) Level is 1 greater than it would be for a wand containing the highest level spell.

3) Cost is between 1.2 and 1.5 times the cost of a wand that would contain the highest level of spell. With a mean of 1.33.

The exceptions noted so far are:

1) The basic staff of flame, which has the same level and price as a wand for the highest level spell. I suspect this is a mistake / errata.

2) The animal staff, where spells don't necessarily share traits, just a common theme.

3) The two very high level rare items: staff of the magi and staff of power. These both break the trait sharing "rule" and the staff of the magi costs 2.25 times the cost of a wand.

It looks like "rare" should cost at least 50% more. And therefore I suspect the staff of power is missing a 50% rare cost uplift.

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Is there a formula for craft staff, in order to price and level custom staves?

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Also borrow Brodert Quink the local Thassilonian expert from Rise, rebrand him and put him in your base town.

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"Lady-J wrote:
limitations generally reduce cost around 50%

Do you have a source please?

I can onlty find the 10% and 30% examples in the rules.

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I recommend bonded item over familiar, that gives you way more flexibility. An extra top level spell per day - of exactly what you need right now - is huge.

Why Run?

Magical Lineage spell is? possibly snapdragon fireworks? Though its a long term investment which pays off several levels from now. I prefer Focused Mind trait which pays off now - getting off a spell in combat is a lifesaver.

Isn't initiative 13? greensting + improved + dex + reactionary

Suggest this thread and this one

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Cultists kiss and port godless are excellent, if long scenarios

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As you say its in the magic chapter under transmutation polymorph: In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

You wont get a more official answer.

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There is a simple formula to determine practical max speeds for ships that arent designed to plane. See Wikipedia article hull speed. As there are lots of technicalities around this keeping it simple for game use is the aim.

Max speed in knots = 1.34 * square root (waterline length in feet)

For a 100ft length boat that means max speed is 13.4 knots. Which conveniently turns out to be around 134 ft movement per round.

As you need to tack (zig zag) to sail at speed and to sail upwind you are probably doing only about 70% of max straight line speed. Around 95ft per round towards your destination. Around 10 miles per hour.

Note this is going for speed at the expense of comfort with the deck likely tilted at 45 degrees to one side, changing every few minutes. This makes combat and sleeping very difficult. It is also very tiring on the crew.

Going at a more reasonable and comfortable half speed gives you around 5 mph. Probably also use this as max river sailing speed.

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Also see this recent rules thread where these rules and amazing tools of manufacture is discussed.

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Armillary amulet gives a +5 spellcraft - from one of the paizo modules.

You can double speed craft by taking +5 to the dc as per standard magic item crafting rules. So this would help where you also dont meet one or two of the prereqs.

Valet familiar lets you double your crafting speed again.

So you can craft 4k price worth a day while not meeting one or two prereqs and taking ten.

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There was a recent rules thread exploring maximum crafting speed

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The killer combo is to hit them with Slow before the icy prison. Then they cannot take a full round action to break out.

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Zan Greenshadow wrote:

Interesting research, ZomB! I hope spellbooks are eventually included as treasure.

If it's a case of worrying about perpetual items, then make each non-core spell in a spellbook in core campaigns a scroll with limit 1 on the CS. Then, any spell, core or not, can be purchased once. It would require minimal changes to existing sheets (rarity), could be a default rule and would solve the problem of access to these rare/unique treasure items.

As a further extension, having each scroll in a spellbook, core or not, as a scroll on the chronicle sheet with limit 1 would also convey the reduction in scribing fees associated with having spellbook access without having to list the spellbook as a treasure item...and in honor of the fact that it was captured treasure.

Otherwise, if a character acquires their own magic book after the end of that particular adventure, any spells they would buy that happened to be in the previously-captured spellbook (no longer accessible) would be at a 50% premium.

Spell books not being on chronicles, but being available to wizards, have been in PFS from the start. They should be on chronicles but the pragmatic decision was made way back to save word count, chronicle space and developer work - and just allow spellbook access during the scenario. It appears some folks are just spotting this for the first time in core campaign.

To list the contents of a spellbook with dozens of spells in it as scrolls would fill the chronicle. I just looked at a 7-11 spellbook that has 40 spells on it (excluding cantrips). That would fill a chronicle as scrolls or even as a spellbook.

I have no issue with core granting occasional access to non-core stuff of any kind. Paizo need to sell stuff to thrive and I want them to thrive.

I do have an issue that core allows replay, and folks generally seem to be describing the negative effects of replay in relation to non-core item access. The temptation to go farming goodies or to know how to break each replayed scenario is too strong for some people. Which sucks the fun out if it for everyone else.

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Zan Greenshadow wrote:
ZomB wrote:
How many chronicles with non-core spell scrolls are there? From my quick sample it appears to be tiny. Not a significant issue I would suggest.
Scrolls aren't the issue (always on Chronicle Sheets)- spellbooks are. If a captured spellbook is part of a treasure sheet, then any character could make fair use of it after facing the risks required to obtain it (uses might include: future multiclassing, buying one-shot items from npcs, sharing with other party members, etc.). And, it matters in CORE if the spellbook contains any NON-CORE spells which would otherwise be inaccessible.

The blog post (which I was responding to) was written to make it fairer for non-spellbook casters by allowing them to obtain access to non-core spells on scrolls on chronicles. (The ruling about wizards scribing non-core spells from spellbooks had already been made.)

If the number of non-core scrolls on chronicles is tiny - single figures across all seasons if my sample is representative - then the concession isn't significant. However it is suggestive that there will be non-core scrolls on chronicles in the future.

On the subject of non-core spells in spellbooks it should be possible to pull together stats of how common that issue is. We need some facts to fuel these claims and counter-claims. A search of 31 scenarios fairly evenly spread across the seasons found 7 scenarios containing spellbooks, with 4 of the 7 containing only core spells, 2 containing 2 non-core spells and 1 containing 4 non-core spells including prime picks create pit and spiked pit. The scenarios containing non-core spells in spellbooks were all season 4 or later.

Extrapolating from that: about 1 in 5 scenarios contain spellbooks and about 1 in 10 contain non-core spells and less than 1 in 20 contain prime pick spells. Does that help?

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I quickly scanned over 90 chronicles on my PCs and spotted just one scroll of a non-core spell (and it was a touch damage spell so most likely to see use by a magus - which is kind of ironic for core).

How many chronicles with non-core spell scrolls are there? From my quick sample it appears to be tiny. Not a significant issue I would suggest.

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gnoams wrote:
Only spellcasters are getting access to stuff that is not listed on the chronicle. Non spellcasters are limited to purchasing only the exact version of a weapon and only if it is on a chronicle sheet.

You do realize this is exactly the same as for standard PFS where wizards get access to spellbooks that are not on the chronicle. This is not core specific. I suggest you take this to the standard campaign board.

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Well at least they have finally announced a new 4 star Exclusive "Serpent's Rise" for release after Gen Con (in the Gen Con call for volunteers blog post). Aspis agent pregens for the win. Now we can get on and run some exclusives.

There is also a 5 star only Exclusive announced "True Dragons of Absalom" with kobold pregens!

It's not clear how these will be numbered or even what season they will be. 6-EX4 and 6-EX5?

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taldanrebel2187 wrote:
How: Assemble a list of modules with enemy wizards, magus or arcanists in them, so that we can collectively play them in order to learn non-core spells in PFS core.

I think that would be a very short and disappointing list. There aren't that many scenarios with spell books in them, and very few have non-core spells and a tiny amount have the more sought after non-core spells - and they are likely to be available at higher subtier than you would like to get maximum benefit.

You would also be on the horns of a dilemma if you had such a list. Because to get the most value out of the few scenarios that have spell books with non-core spells you would want to play higher subtier to get access to the most non-core spells, and therefore that would delay getting the spells until later.

As I said other thread your most likely fruitful source of non-core spells is when you sit down with other wizards at the table.

Quote:
Result: Wizards are, once again, the undisputed God class that makes DMs from Gencon to PFS Core tables cry bitterly into their screens, because we have found a way to lose absolutely nothing in PFS Core, save a few petty archetypes and sub-schools.

Hyperbole. No teleportation subschool, no dazing or persistent metamagic feats/rods. And those were just the 3 things that immediately sprang to mind. Its likely a long list.

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andreww wrote:
If it is the one I am thinking off that is also an extremely dangerous scenario with all sorts of screw you events in it.

When you consider who you are going up against and where you get off lightly. Even Eando Kline wouldn't touch this one ;-)



You awaken. There is no sound. You open your eyes, All is darkness and cold stone. You have a vague recollection of going to sleep last night yet you awaken in a dark, stone box only a few inches larger than you in each direction. The cool scent of earth surrounds you. You can feel that you are wearing your typical clothing and can feel that your gear is with you.


Discussion is open.


Recruitment is now open for The Tyrant's Grasp. It will remain so until the current players select two of you. That may be very fast or may take some time.

We are at the end of book one and plan to finish the AP of six books.

Two encounters and then the boss remain in book one. The party will level up after the boss encounter.

One of our players has not posted in any campaign for a couple weeks. The other recently committed suicide by NPC.

The current players will decide who they want to join the party. Please keep all discussion here in recruitment until selected. Tally (a shaman) and Walhart (a slayer) are the current players.

As we are in an AP that claims to be horror/survival as a GM I will present the AP as written and only intervene if a ruling is necessary. It is you and the dice versus the AP as written. Death is always on the table and the authors have done a great job making it spooky.

Character creation is addressed in the first discussion post. You will be level 4 with the gear of a first level PC. There is some loot once you are in.


When I click on a private message I get the following error:

The requested URL was not found on this server, or you do not have permission to access this area.

Cleared cache and cookies for Paizo. Can access them with a tablet so it must be the browser? Was working fine a few days with no changes on my part. Then it started to happen periodically but continued attempts would eventually get through. No longer the case. Just that error every time. Suggestions?


You awaken. There is no sound. You open your eyes. All is darkness and cold stone. You have a vague recollection of going to sleep last night yet you awaken in a dark, stone box only a few inches larger than you in each direction. The cool scent of earth surrounds you. You can feel that you are wearing your typical clothing and can also feel that your gear is with you.

Initiative:

Etgar 1d20 + 3 ⇒ (7) + 3 = 10
Donovan 1d20 + 1 ⇒ (9) + 1 = 10
Niu 1d20 + 7 ⇒ (19) + 7 = 26
Agnimitra 1d20 + 1 ⇒ (19) + 1 = 20

Round 1 The Awakening
Current Effects - none
Agnimitra 13/13 Donovan 12/12 Etgar 9/9 Niu 7/7

You may take your turn when the check mark is on the line with your name.

Niu ✔
Agnimitra
Etgar
Donovan


Pathfinder Adventure Path - The Dead Roads - Tyrant's Grasp

Theme: Survival Horror

The overall theme of Tyrant’s Grasp is survival horror. The player characters will often find themselves in desperate circumstances with limited resources, particularly during the first few adventures. Terrible tragedies are destined to occur as the events of Tyrant’s Grasp unfold; often, your objective isn’t to prevent these disasters, but to survive them and to display heroism and resourcefulness in their wake. Circumstances will compel the player characters to leave Roslar’s Coffer much sooner than you might expect, so characters prepared to travel across Lastwall and beyond are the best fit for this Adventure Path. This path is about survival and horror. This is about your abiity to survive the module as written. Your GM will do his best to present the horror when appropriate and will not pull any punches to ensure your survival.

Character creation:

The Players guide for Tyrant's Grasp is available in the store at no cost. Familiarize yourself with it and use it as your guide.
20 point buy system
beginning wealth by class
2 traits, 1 is campaign

Map of the region around Roslar's Coffer (Lastwall)

What now:
Let's build your PCs and the party here. When everyone is ready, we will move to Gameplay.
There is no rush at this time. Take your time and build the best party of characters that you can. Hopefully you will be playing them for quite some time.


Noon, Neth, Fireday. Two days after the New Moon
Sunrise: 6:32am, Moonrise: 9:26am, Sunset: 4:40pm, Moonset: 7:35pm
High 42, low 35. Partly Cloudy.

The oars bring the Jurin Kreed gracefully to a stop at the dock. Soon enough, she is tied off and you make your departure. You head to The Sitting Duck for lunch. Being a work day, even at lunch time, the tavern is sparsley populated.

Mary sets a menu on the table. "Anything from the bar?"

Menu

Filled Green Peppers
A platter of green peppers filled with a mixture of garlic and spices.
8 cp

Ham Soup
A thick soup with chunks of ham, dumplings, celery, and garlic.
7 cp

Lamb Chowder
A thick chowder with hearty chunks of lamb, assorted grains, and celery.
7 cp

Roasted Rabbit
Roasted rabbit and cranberries.
7 cp

Grilled Frog
Grilled cubes of frog in a thick gravy served over mashed potatoes with a serving of kale.
1 sp, 3 cp

Herb-crusted Pork
Herb-crusted chunks of pork in a thick gravy on a bed of quinoa and a helping of celery.
1 sp, 3 cp


Discussion is now open.


Went back for details on a prequel to our current campaign. An alias and all of his posts are missing. Is there a way to recover this?

The affected campaign is https://paizo.com/campaigns/CrownOfTheKoboldKing
The affected alias is Merlokrep

Thanks in advance for any help with this.


Rhen has been spending his days and nights at The Sitting Duck wondering where the other members of his party have gone off to.
MAP


Recruitment is now open for three players. You may submit multiple PCs in case someone else gets your first pick of class.

Where We Are

This is a continuation of play that started with Hollow's Last Hope
Followed by Crown of the Kobold King. This is the sequel to Crown but we needed to level up.
We inserted Wingclipper's Revenge and The Pallid Plague to level up.
Real life got to three of our players in that last module. They were posting at a very slow rate and finally gave up after finishing it.
Rhen Vemsa is our dwarven rogue. He is way into pbp and DMs as well. His post rate and quality is great. He is fun to play with. Do not waste your time building a rogue :-)

What To Expect

One post per day and one over the weekend. I will be somewhat flexible with that. I do have a bag of omnipotence and will use it.

Max HP each level up. You will have the funds available to a PC of your level at each level up. We do not track bar tabs or even loot. You can keep anything you find and use during the module in addition to the level up wealth. Any wealth not spent at level up or during the module is ignored.

The final battle in Wing Clipper's Revenge is indicative of these mods. It was an absolutely epic battle. What did I throw them? CR11 at level 3.

Submit your PC
You are level 5
Purchase mode: 25 points
Wealth: 10,500 gp
HP always max
No third party
traits: 2

When will you know?
Recruitment is open for seven days. Please keep all recruiting discussion and questions here as the primary discussion thread is to be used by players only. Players will have input into the selection process.

Any questions you have are very welcome in recruitment. Let us build a great party.


Discussion is open.


The month is Lamashan, the day is Moonday. It is four days past the full moon, a waning gibbous.
Sunrise: 6:49am, Moonset, 10:51am Sunset: 6:24pm Moonrise: 9:42pm

The Jurin Kreed makes dock in Falcon's Hollow just before sunset. The weather is clear and the temperature is dropping through the sixties right now. Jaylene greets you as you enter The Sitting Duck, seats you at your choice of locations and takes your order.

MAP


Discussion is open to anyone, player or not. The purpose of this campaign is to properly learn and then test the new rules provided in the most recent playtest. Expect discussion to be heavy and game play to be slow.


The year is 4707 ar. You are in your favorite tavern in the city of Magnimar. Welcome to The Left Handed Lobster.


Discussion is open.

This is the sequel to Wingclipper's Revenge


Recruitment is currently open for one player. You will be joining a party that just finished two modules together. Your character should be a good fit for the party. There is no deadline for submissions. I would like to get started as soon as possible keeping the current momentum.

Hollows Last Hope (completed)
Crown of the Kobold King (finishing up right now)
Wingclipper's Revenge L3 <----(You will be here)
The Pallid Plague L4
Revenge of the Kobold King L5
Hungry are the Dead L6

Character creation rules:
Purchase mode: 25 points
Starting Wealth: 3000 (You will be level 3)
HP always max
No third party
traits: 2

House rules:
0. Igar the Terrible
1. Have fun

Commit to post daily and at least once on weekends.

Current party makeup:

Ranger, Bulgard His page with stats

Rogue, Rhen His page with stats

Bard, Zevon His page with stats

All submissions are appreciated!


Discussion is open.


You awake to the smell of bacon. You did not sleep well last night. Occasional strange lights and sounds woke you. You head downstairs for your usual breakfast at Jak’a’Napes.


Recruitment is currently closed.


This a continuation of Hollow's Last Hope


Over the next few weeks, you get to know Falcon's Hollow pretty well.

Powers That Be

The organizations listed here represent a few of the influential factions in Falcon’s Hollow.

Blackblood Covenant: This secretive congregation of Falconers who bow to Urgathoa, the Pallid Princess, gather to worship under a cabal of disease-ridden priests. Many of the most high-ranking clergy members hide in plain sight as leprous beggars by day. By night, they lead dark rites to the Pale Princess of Pestilence in remote groves outside of town. The covenant’s ultimate motive and plans remain shrouded in mystery, but it most likely does not have healthy intentions toward the populace of Falcon’s Hollow.

Church of Iomedae: With all the down trodden to preach to in Falcon’s Hollow, missionaries of Iomedae, Goddess of Valor and Justice, have established a foothold in town. Many other religious sects who fled here to escape the Church of Light’s persecution resent Iomedae’s followers. Tensions run high between congregations, often resulting in less than holy brawls on the muddy thoroughfares of Worship Way.

Lumber Consortium: This powerful collection of unscrupulous tycoons and magnates of the lumber trade controls most of the tree-felling camps (commonly called cutyards) in the area around the vale. Those lumberjacks who refuse to affiliate with the consortium (and agree and pay practices) are often muscled out of business or simply disappear. The consortium employs three hundred jacksand nearly half that many sellswords,thugs, and mercenaries to protect the cutyards from monsters as well as to intimidate competitors.

Redrock Guild: This organized criminal syndicate poses as a business club and moneylenders union, but most Falconers know its members constitute some of the vilest flesh-peddlers, sneakthieves, and murderers in town. The current leader is a fearsome half-orc named Kadran Bloodeye, whose penchant for flaying his enemies alive in the basement of his pleasure establishment, called the Rouge Lady Inn, is well known.

Places of Note

Goose’n’Gander:
The local general store in Falcon’s Hollow is run by the only gnome resident, Brickasnurd Hildrinsocks, who sells everything from standard amenities such as grain, lamp oil, ink, and mining supplies, to such rare oddities as alchemist’s fire, antitoxin, a petrified pseudodragon, and taxidermy nixies (all the rage this season).

Hollow Tribunal:
This is where the diminutive halfling Magistrate Vamros Harg dispenses merchant licenses, stamps mining and lumber claims, and passes judgment on criminal and civil cases. Most Falconers enjoy the irony of the Hollow Tribunal’s name, since the justice meted out there is rarely equitable. The fact that Harg is firmly in Gavel Thuldrin’s pocket is well known, but it is rarely uttered in public by those who value their lives. The sheriff's office and jail are in this building.

Jak’a’Napes:
This leaning ramshackle inn located next to the town’s stables offers lodgings and food to the many travelers who pass through Falcon’s Hollow. The owner, a rotund red-faced human named Jak Crimmy, with a single wisp of bright red hair on his otherwise bald head, is a retired bard who sports an easy smile. Jak’s cinnamon-crusted flapjacks are legendary in town, as is his skill at juggling frying pans and his astonishing marksmanship with a heavy crossbow (Jak is a man ofmany talents).

Quinn’s Carnival:
Half-elf shadow dancer Namdrin Quinn led a band of veteran adventurers who used to venture into the vale with frequency. After a particularly dangerous quest claimed the life of Namdrin’s wife, Tess, the half-elf ended his career and established this carnival of wonders on the edge of town. Quinn and his companions wow crowds with feats of skill and magic by night, but rumor has it that after the tents close Namdrin and his merry band entreat with dark fey, whose anger mounts at the constant lumbering incursions into the vale. Some say the shadowdancer spies for the vengeful fey, who plan retribution and murder.

The Rouge Lady:
The silk-veiled parlors in the back of this burlesque and gambling hall doubles as an illegal brothel. Kabran Bloodeye owns this illicit pleasure den, where the unfortunate Ralla peddles her charms to earn enough copper for her and Hollin to survive.

The Sitting Duck:
Located a little too close for many folks’ comfort to the town palisade, the Duck is the local hot spot for adventurers, explorers, and other rapscallions looking for excitement. The tavern serves a potent local brew of fermented darkwood leaf that can floor an ogre in a few tankards. Raucous games of “knivesies” and “mig-a-mug-tug” (two dangerous local recreational activities both with high rate of maiming) often rage late into the night. Many adventurers share tales of Darkmoon Vale, Droskar’s Crag, and other surrounding locations for the price of a mug of ale.

Who’s Who

A few more details on some of the noted community members mentioned above are included here.

Sheriff Deldrin Baleson: Deldrin used to be a poor lumberjack toiling in the cutyards under Gavel Thuldrin Kreed’s oppressive thumb. One day he refused to pay an “axe tax” on a lumberaxe he had already bought and paid for. Boss Teedum tried to take Deldrin’s axe, and the half-elf smashed Teedum’s face with the flat of it. As one of the few locals to stand up to Teedum and Kreed, he was elected Sheriff the following week. Now he carries the same axe around on his shoulder to remind Kreed and Boss Teedum he is not afraid of them. Deldrin is tall for a half-elf, towering over most humans, and his well-muscled, imposing form is further enhanced by his sharp gold flecked eyes.

Kabran Bloodeye: Kabran is a short statured half-orc with blood-red eyes. He lost his nose as punishment for numerous criminal activities in a large city far from the hollow. He wears a bronze nosepiece over the ugly crater left in the center of his face that whistles disturbingly as he breathes and leaks blood and mucus (which Kabran dabs away with a crimson handkerchief ).

Magistrate Vamros Harg: Harg is bought and paid for, but the halfling wishes he wasn’t. The little magistrate was a failed barrister in a large city far away before coming to Falcon’s Hollow. Kreed propped him up with the understanding he’d tear the little lawmaker down at the first sign of disobedience. Vamros doesn’t dare oppose Kreed directly, but every chance he gets he nudges cases away from Kreed’s greedy eye and tries to give people a fair shake. The little halfling is ashamed of his own cowardice, but if a group of hardy adventurers supported him in opposing Thuldrin Kreed, Harg might just step up to the challenge and start doling out true justice. Harg is an attractive young halfling fond of finery whose romantic interests run toward his own gender.

Boss Payden “Pay Day” Teedum: Payden, the pug-faced, mash-nosed human thug licking at Kreed’s boots, has a big bone to pick with Deldrin. The only reason he hasn’t tried to break the sheriff’s neck is that Kreed fears turning Deldrin into a martyr for other Falconers to rally around. “Pay Day” gets his name from the way he doles out “dues” to anyone who fails to follow “Mista Kreed’s” commands fast enough.

Sharvaros Vade: This odd hermit lives in a small shack just outside of the town proper, only a stone’s throw from the local cemetery. Most know Vade is a strange man but few are aware of his expertise at necromancy. Vade conducts vile experiments on corpses unearthed from the graveyard in the deep gloom of night, forcing his son to assist him. Vade is bony and thin, with gray eyes and an unkempt black beard.


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