Guide to Darkmoon Vale...


Lost Omens Products

Dark Archive Contributor

Assuming that...
1. Roughly a third of the product is already written (which it is),
2. Nothing requested contradicts anything printed in D0, D1, or E1,
3. Nothing requested is guaranteed to make it into the book,
4. Whatever ideas generated in this thread become the property of Paizo and might get used either in this product or in any future product,
4b. You probably won't receive any kind of credit for the idea if it does see print.

Assuming all of that, what kinds of information (as general or specific as you like) would you be interested in seeing in Guide to Darkmoon Vale?

Dark Archive

1. Information on just where that passage leads in the Kobold Warrens in Crown of the Kobold King.

2. Details on the 'other' prevalent monster types that inhabit the Vale and environs, beyond the already excellent information on the Fey. With specifics; named or notorious dragons, giant tribes, and some of those legendary critters, like Volzazz, the two-headed behir that is behind all of the disappearances in the badlands south of Falcon's Hollow.

3. More information on lumberjacks other than the following:

He cuts down trees. He eats his lunch.
He goes to the lavatory.
On Wednesdays he goes shopping
And has buttered scones for tea.


Rookseye wrote:

1. Information on just where that passage leads in the Kobold Warrens in Crown of the Kobold King.

2. Details on the 'other' prevalent monster types that inhabit the Vale and environs, beyond the already excellent information on the Fey. With specifics; named or notorious dragons, giant tribes, and some of those legendary critters, like Volzazz, the two-headed behir that is behind all of the disappearances in the badlands south of Falcon's Hollow.

3. More information on lumberjacks other than the following:

He cuts down trees. He eats his lunch.
He goes to the lavatory.
On Wednesdays he goes shopping
And has buttered scones for tea.

1. Yes, please.

2. Seconded.

3. He is much too busy on Wednesdays to go shopping, and he can't afford butter or tea for his scones (hard-tack biscuits).


How about some more information on Uzmila and the legacy of her mother in the region?


Rauol_Duke wrote:
How about some more information on Uzmila and the legacy of her mother in the region?

Yes

History of the dwarves, history of the fey, history of the kobolds,--- history history history.

Dark Archive

Also, no pressure on this one Mike, but I think a lot of the community has high expectations for this one. Darkmoon Vale/Falcon's Hollow already feels as though it will become the "Hommlet of the Golarion setting."

I can feel the classic D&D goodness radiating from this product already. Remember to plant seeds. Lots and lots of story seeds in the fluff text.

Think Paul Jaquay's classic, FR5-Savage Frontier from the original 1st edition Forgotten Realms sourcebook series.

Sometimes leaving dozens of breadcrumbs for the imagination can be as good as detailed write-ups on one or two things.


What I want is pretty simple, but flesh out some of the NPCs and locations. I am hoping for at least the level of detail we got for Sandpoint.

I am hoping for even more detail on the Lumber Consortium. I expect PCs to deal with them frequently and significantly, either directly (trying to either bring them down or actually joining with them), or indirectly (I am sure adventures the PCs accomplish will impact the consortium). I would hope for enough detail to run a campaign where a major plot line was to bring down the consortium. Suppliers, buyers, relationship to other settlements, any "skeletons" in the closet the PCs can use for leverage. Those sorts of details.

But perhaps more importantly, more plot hooks for further adventures.

And where does the passage from D1 Lead?


Ooh.. this just reeks of excellence! The whole Darkmoon Vale area just begs to be used as a basis for a campaign involving the ruthless lumber barons and the fey court.

So.. more information on the fey in the area is probably on the top of my wishlist.

Sczarni

mevers wrote:

What I want is pretty simple, but flesh out some of the NPCs and locations. I am hoping for at least the level of detail we got for Sandpoint.

I am hoping for even more detail on the Lumber Consortium. I expect PCs to deal with them frequently and significantly, either directly (trying to either bring them down or actually joining with them), or indirectly (I am sure adventures the PCs accomplish will impact the consortium). I would hope for enough detail to run a campaign where a major plot line was to bring down the consortium. Suppliers, buyers, relationship to other settlements, any "skeletons" in the closet the PCs can use for leverage. Those sorts of details.

But perhaps more importantly, more plot hooks for further adventures.

And where does the passage from D1 Lead?

I second all this and the ideas to further develop the flora and fauna of the region.. We have a few hard to find herbs mentioned in D0, what other things are found only in vale, endangered by the Lumber Consortium's progress? (I actually switched the sandpoint theater with a zoo in one of my games that I'm not sure if they can stay on story for ROTRL, and the PCs may be tasked to collect endangered specimens for said location before the consortium destroys them all)


Details, details, details.

I plan on running D0, D1, E1, etc after I finish up with the Runelords, so this is a great thing to see.

Spoiler:

- More info on the Consortium, as has been said already, and the prominent officials in town. Should Creed be played like Balabar Smenk or a different kind of slimeball? Does the sheriff have a strong group of buddies to back him up in case Payday tries anything in town? How deep and why is the mayor in the Consortium's pocket?

- More info on the half-orc and his house of ill-repute (both names escape me and my module's at home). Just how bad is it? Are they "endentured entertainers"? Could a PC have family who "work" there, or even be "employed" themselves?

- Uzmila's and Baba Yaga's legacies, please. An ideas on Uzi's class/stats? Was Baba a hag of some sort? What other trades (like the herbalists's grandmother's sight) were made for magical power? The soul of an elven virgin? The seventh son of a seventh son?

- How about the local hobgoblin population? The grey-skinned hunter picqued my interest and I'm eager to see the "Pathfinder treatment" they get.

- Do any of the other humanoid races have unique weapons or gear like the kobolds' flying talons?


All good suggestions thus far. What I suggest is maybe a section on how to make Creed and other NPCs into major villains in the campaign: what I mean by that is that this character and folks like him have more NPC class levels than PC class levels, so even a relatively low level group would be able to take them on in a fight really easily (which is the most popular method of problem solving for most groups). In a relatively lawless wilderness area like Darkmoon Vale, how has this character insulated himself against do-gooder and no-goodnick alike in order to keep himself on top of the pile? What are some concrete ways that Creed has secured his place in Falcon's Hollow and what are some methods by which he would stymie direct efforts by opponents to bring him down? He's not the hands-on villain that I would imagine most campaigns are used to, so I suggest highlighting what legal loopholes he uses, who he has on retainer and what steps he's taken for personal security.

Dark Archive

What would a treant do to a team of lumberjacks?

Hmmm...

What horrible undead creature would arise if a treant was killed by lumberjacks, converted to wood, and used in construction?


Rookseye wrote:

What would a treant do to a team of lumberjacks?

Hmmm...

What horrible undead creature would arise if a treant was killed by lumberjacks, converted to wood, and used in construction?

I like you :)


Adventure Path Charter Subscriber

First let me say that I am thrilled to see that this product is in production. I have to second what the others have written, especially concerning the dragons and giantkin in the area. In addition, I would request information on the dwarves of Droskar's Crag along with some adventure hooks as to what may be lurking in the depths of said crag.

I've been very impressed with what Piazo has produced thus far, and I am sure that it will be no different with this guide.

Thanks for the excellent products!


What I would very much like to see is information on trade and hooks related to settling down in Darkmoon Vale. I'd like to run a campaign where, after a few adventures (D0, D1), the party has investment opportunities in the area. Instead of fleshing out Falcon's Hollow as a home base, I think players would have a great deal of fun BUILDING a home base from scratch.

Perhaps a brief guide to running a cutyard? How does a player get to start one? How much can they make from operating one, and what challenges would they need in protecting it? What obstacles might they face with the lumber consortium?

In Age of Worms, one of my players REALLY enjoyed the mining aspect and wanted to be involved in the local politics. I would like to see this become a minor focus of the book, but with lumber instead of mining. An article similar to "Keeping the Keep" in PF3, with plot hooks and a list of things, perhaps magical things, that would improve a community. Something similar to Savage Tide's Farshore upgrades.

Sim-Cutyard with Dungeons (and maybe some dragons). Even just listing a dozen 'potential areas of development' in the Vale would seed many campaigns, and fleshing out the pros and cons of settling in that area would make me extremely happy.

And don't forget the Whispering Tyrant. :)


Adventure Path Charter Subscriber

Question, Where is Darkmoon Vale? In the Mindspin Mountains? Near Bloodsworn Vale?


It's not in Varisia at all.

Check the world map here.


Pathfinder Starfinder Adventure Path Subscriber

I'd like to see plenty of adventure hooks and enough ideas that I could easily set an entire campaign there.

I'd like to see some adventure locations thoroughly detailed, with maps and everything.

I'd like details on at least one castle/keep/fortress that the PCs can acquire/liberate/restore.

I'd like information on some new NPCs we haven't heard of yet.

I think the more the Guide takes its inspiration from Hollow's Last Hope, the better. So far it has been my favorite module set in Darkmoon Vale.

Liberty's Edge

I want to see more information on the vaguely alluded to 'old ways' mentioned as being prevalent in Falcon's Hollow until the church of Iomedae came into town. I have a player who has a 'witch' character (spirit shaman) and it's been a big plotline for us.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I'd like to see references to other Pathfinder prodcut monsters, even if it's just a list of creatures found in the area, with footnotes on where to find them (i.e. p. 90 of Sins of the Saviors, or whatever).

The Exchange

I would be interested in knowing if there are any ruins in the area and maybe a touch of back story for them. Also, as was mentioned earlier, a brief guide to settling the area would really be great.

Dark Archive

Just out of curiosity, Mike, how is this one coming? The thread has been eerily silent for quite some time.

Dark Archive Contributor

Rookseye wrote:
Just out of curiosity, Mike, how is this one coming? The thread has been eerily silent for quite some time.

It's in development right now. Jeremy has pointed out to me glaring inconsistencies in my writing. ;D

Dark Archive

Cool, thanks for the update!


Something I would like to see, here on the forums, is a bit of breakdown on what areas the fans can expect to see developed and what areas we can count on developing ourselves. Forgotten Realms has been overdeveloped by zealous fans for many years. At first I read everything I could get my hands on but it outpaced me. Now I find it intimidating to think of playing in a setting so overly developed that there is no room for my own creativity. Greyhawk was a bit better in having lots of information but not every nook and cranny was filled in. Unfortunately there were clear political boundaries and defined politics that covered most of the land.

I hope that the Pathfinder designers will leave some areas as places a group can develop on their own while traveling to the detailed realms surrounding them. It would be great to have just general information about a region and know that it isn't ever going to be followed up with details that might change what you want to do with it. I could go into more details of what I mean if this seems unclear...

Darkmoon vale is the jumping in point for my home group and I look forward to seeing how it relates to other regions. I am looking forward to the guide, but if you could let us know if there are some directions you aren't going I would appreciate the heads up so I can flesh out a few locations and events for my players in-between the published adventure modules.

Thanks for being open to communication with the fans in these forums, it is a big reason I have developed an attachment and loyalty to Paizo.


In Carnival of tears, there is some information about a witch queen from north, who sends her Cold rider to Vale. Does this witch queen live in Darkmoon vale? If so, I would like to see some information about her too. My players are already 8th level in my Darkmoon vale campaign, but I would really like to continue that path even further. While I would like to see more development in Falcon's hollows residents and so, my players have already dealed with most of them, and we're looking to find some new challenges in the area.

Edit: Okay, I found that cold riders mostly roam the tundras of Irrisen, which is, according to world map, far north. Does Witch queen rule in there? My players are quite anxious to deal with her after I mentioned her...


Mike McArtor wrote:
Jeremy has pointed out to me glaring inconsistencies in my writing. ;D

How dare he!!! I bet he's been editing out your emoticons too, hasn't he...

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