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Hello all I have been playing the oldest RPG since 1982 (off and on) and just discovered Pathfinders (which i really like). I have obtained or have on order the following products for the Darkmoon area:
Pathfinder Chronicles: Guide to Darkmoon Vale
D0: Hollow's Last Hope
D1: Crown of the Kobold King
D1.5: Revenge of the Kobold King
E1: Carnival of Tears
I also have the Core Rules and first Beastary
I am trying to find any more material for this area both official or open source, I would even be intreseted in any homemade stuff anyone would like to share.
I want as much info as I can get before I start making my own stuff for this area.
Thank you all in advance,
Arbarth
Long Time GM

Majuba |

And There is also at least a Pathfinder society adventure which you could use.
This is "The Pallid Plague", by none other than Mark Moreland.

Fraust |

There's the Darkmoon Vale Guide...
Also, if your familiar with Age of Worms it fits nicely in the area. I got Sandpoint and Diamond lake really drunk, but on some R&B, and threw them in a small room with a jar of vasseline for a few hours...the stains are never coming out of the carpet, but the results are worth it.
I'll post the primer I wrote up for my campaign here if you'd like (need to edit all the swearing out first...might take a while).

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There's the Darkmoon Vale Guide...
Also, if your familiar with Age of Worms it fits nicely in the area. I got Sandpoint and Diamond lake really drunk, but on some R&B, and threw them in a small room with a jar of vasseline for a few hours...the stains are never coming out of the carpet, but the results are worth it.
I'll post the primer I wrote up for my campaign here if you'd like (need to edit all the swearing out first...might take a while).
I would love to take a look at it (minus the swearing - lol).
I have Darkmoon Vale guide on order should have early next weekThanks,
Arbarth

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This is "The Pallid Plague", by none other than Mark Moreland.
Er, that's not by Moreland -- Yoda8MyHead wrote that!

Fraust |

Alright, wasn't as naughty as I thought it was...but going back over it was good. Reminded me that I wrote it before I got my copy of the Darkmoon Guide...so, this may be revised at some point in the next month or so...
Where You Find Yourself
A rough community wholly owned by the local Lumber Consortium, Falcon’s Hollow rests just off the southern edge of Darkmoon Vale. It is a blunt sawdust-choked stop on a winding trade route to Ptolus, city of adventurers. Home to fewer than 1,500 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. A few however, understand that what’s bad for one is bad for all, and so the community thrives on a tenacious mix of greed, debauchery, and stubborn self-reliance.
Falcon’s Hollow is, to put it bluntly but honestly, one of the worst **** hole towns you are ever likely to find yourselves in. Only the foolish, desperate, or utterly mad willingly call this den of sin and suffering home, and once here all but the most hopeless do everything in their power to get out. Unfortunately for many of them, the Hollow has it’s ways of keeping you in.
The largest work force in Falcon’s Hollow is logging, though copper mines have been active in the area longer than the Hollow has been here, and some of it‘s 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 down on their luck adventurer passes into Falcon’s Hollow, with a tattered map, making wild claims of one last unlooted cairn. Few find anything of value, and most end up trapped in the Hollows, quickly joining ranks with the rest of the broken down addicts.
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 graphic 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.
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 blacklung and gambling debts have adopted something of a gallows sense of humor.
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. 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 claim to worship Milani in the poorest neighborhood, offering a twisted sense of hope to those desperate enough to seek them out. 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 else where. 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.
What You Are Involved In
You and several other desperate souls have decided to take a gamble on getting out of Falcon’s Hollow. A local trouble maker, Blixt Venker, claims to be in possession of a map to the “Whispering Cairn”, one of the burial cairns to the north that was supposedly missed by looters during the town’s boom. You don’t know that you entirely believe in the map’s authenticity, but you’ve heard rumors from time to time about a lost cairn some of the town’s older generation used to explore when they were young. There was something about a disappearance, which may explain why they stopped talking about it. Either way, Blixt’s offer is at least a chance at getting some capital together, which is more than any other propositions that have come your way lately could claim.
The plan was for you to bring what equipment you could scrounge together that might be useful in looting a long lost burial cairn, and meet up with Blixt and several other locals at an abandoned mine office in the foothills on the eastern edge of Darkmoon Vale. Unfortunately Blixt hasn’t shown, so now you and several other ne’er-do-wells are pointlessly staring at each other. What’s more, the mine office may not be quite as abandoned as Blixt let on.
What You Should Consider
Cell phones - No texting or phone calls at the table. If you need to use your phone, please get up and leave the table. Yes, I want you to get up and leave for texts too. The game will not be held while you’re up, so I would suggest you only use your phone for important calls if you don’t want to miss anything.
Die Rolling - All rolls will be done in front of the DM, on the table, where I can see it. There will be no rolling the dice and quickly picking it up to look. If you can’t read your own dice get new ones, if you can’t read any dice, get glasses.
Hit Dice - Each time you level you’ll roll your hit points in front of me, once and only once. Cohorts, pets, eidolons, animal companions, and anything else similar will use averages for their hit points. Eg. If they have a d8 hit dice, they receive 4.5 hit points per hit dice (rounding that total up, as in if they have 3d8 hit points, their total is 14 before con mods).
Character Death - In my campaigns death means quite a bit more than a few thousand gold worth of diamonds, or dragging a body to the nearest friendly church. There are always consequences to your actions, and death should (and in this case, does) hold some of the most sever. You don’t get to know the game mechanics behind this, but you do know that when a person’s soul is brought back to their body, it doesn’t always arrive alone, nor does it always arrive in the condition expected. Everyone in Golarion has heard rumors and stories of people who came back changed, darker, alien, and though there are as many explanations as there are cases, no one knows for sure just what causes the change.
Game Mechanics
You have twenty points to buy your character’s attributes, as per the Pathfinder RPG Core Rule Book. You may choose any class and race combination from either the Core Rule Book or the Advanced Player’s Guide (Pathfinder Companions are open too). No other material will be used for character creation, though if you would like to hear me say no in person, by all means, feel free to bring the material, I’ll look it over, and tell you no. Bellow is a break down of races and their common roll in Falcon’s Hollow:
Dwarf - Nearly all dwarves who reside in the area are affiliated with the Dourstone Min, most being simple minors. There are a small handful who prefer to live above ground, and make their living as loggers, working in teams that run gruelingly long shifts in the deep woods and Darkmoon. In the mountains north of Falcon’s Hollow, there is rumored to be an abandoned dwarven monastery, which attracts a number of explorers, dwarven as well as other. Few return from their trips to the monastery, and those that do speak of horribly vicious wolves, and terribly cunning lizard-like creatures.
Elf -
Gnome -
Halfling -
Half Elf -
Half Orc -
Human -
Starting equipment will be purchased from a budget of one hundred and fifty gold per character. You may purchase anything in ether of the above books that you can afford with your starting gold. Each character begins with one outfit, a back pack, a water skin, and either a small home, or two months worth of a common quality inn room (or one month of a high quality inn room). Each class also begins with a single piece of equipment deemed required. Below is a short description of why any particular class would be in Falcon’s Hollow, along with the extra equipment.
Alchemist - One free portable alchemist kit. Frontier towns such as Falcon’s Hollow can be the perfect place to conduct the unstable research and dangerous field work required of professional alchemists. Darkmoon Vale, being a fey haunted wood, is home to a number of rare ingredients for those brave enough to forage.
Barbarian - One free martial weapon. The Bronzewood Lodge is home to a number of less civilized folk, and would be the perfect reason for a PC barbarian to be in the area. Falcon’s Hollow is an exceptionally dangerous place, and a profitable place for dangerous individuals.
Bard - One free masterwork musical instrument. Entertainment is at a premium in the Hollow, though it has to be of the right sort. The Dancing Giant offers the perfect venue for a more traditional performer, where the Emporium is home to a number of exotic artists.
Cavalier - One free martial weapon. The near by garrison is the most likely home for a PC cavalier, who would either have responsibilities as a member of the cavalry or scout. One other reason for a PC cavalier could be a mail dispatch or currier from Ptolus.
Cleric - One free holy symbol. There are a number of religious organizations operating both openly and in subtlety in the Hollow. A worshiper of any god listed previously would work perfectly, and a newly arrived missionary of any other god would fit in as well.
Druid - One free druid weapon. The Bronzewood Lodge is controlled by a council of druids, making it the perfect place for a PC druid to be from. Newly arrived druids could easily be from the marshes to the south, in the area to conduct business with the Bronzewood Lodge, possibly asking for assistance with the increasing lizard folk threat.
Fighter - One free suit of armor, up to a suit of chain mail. Swords for hire are a common enough site in the frontier, often earning their coin guarding merchants on their way to Ptolus. Banditry is just as easy a reason to be in the area, as someone needs to make those guards earn their keep.
Inquisitor - One free weapon for which the character is proficient. There are many dangerous beasts in Darkmoon Vale, as well as insidious cults in Falcon’s Hollow that would attract the attention of an Inquisitor. The garrison is the most likely residence for a local inquisitor.
Monk - One free monk weapon, or masterwork simple weapon on the monk list. A member of the monastery of Irori is the most likely case for a PC monk, though the Bronzewood Lodge would also house a traveling mystic warrior.
Oracle - Oracles of any mystery have strong reason to be in the Hollow, with the multitude of cults and sects to interact with, though those of the Bones, Lore, Nature, and Stone may find the easiest time relating to the campaign.
Paladin - One free masterwork martial weapon. Beyond the garrison and the monastery of Irori there are few organizations in Falcon’s Hollow that would agreeably deal with a paladin, though there is plenty of need for a newly arrived holy warrior looking to do some good. Things will be very difficult for such a PC either way, though the rewards and RP opportunities will be equally grand.
Ranger - One free martial weapon. Both the Lumber Consortium and the Bronzewood Lodge are obvious organizations for traditional rangers to involve themselves with. Beyond this a ranger familiar with the underground could easily find work with any of the area’s mines.
Rogue - One free set of thieves picks. Falcon’s Hollow is a superb location for laying low while the heat is on in one of the larger cities, such as Ptolus. There is also ample reason for a larcenous minded PC to be from the area as well.
Sorcerer - One free simple weapon. Being so close to the fey infested Darkmoon Vale, Falcon’s Hollow could easily be the home to a fey bloodlined sorcerer. Other good bloodlines include Celestial, Deep Earth, Destined, Elemental (air), Shadow, Undead, Verdant.
Summoner - One free spell component pouch. Though the common folk of Falcon’s Hollow are still simple people, being on the edge of civilization and so close to a truly enchanted forest, they are often more open minded when it comes to something as exotic as an eidolon than other towns and cities of Golarion. As long as they mind their manners, a summoner and eidolon could easily find a niche for themselves amongst the practical folk of this area.
Witch - One free spell component pouch. Darkmoon Vale is an ancient, unruly forest, that while not large, is fierce in its resistance of outsiders. Beyond the Bronzewood lodge, a PC witch could be the apprentice to Falcon’s Hollow’s very own apothecary and con-woman.
Wizard - One free spell component pouch and spell book. Though frontier living is often harsh, many wizards look for locals such as Falcon’s Hollow to conduct research and experiments often frowned on in more civilized areas.
We will be using the Hero Points optional rule from the Advanced Player’s Guide. For the most part I haven’t modified the actual rules of this mechanic, though reading through the section in the APG you might notice some of the sentences are a little vague. Here is some clarification:
Under Awarding Hero Points there is the heading Character Story. I will give out one Hero Point for a character background given to me by our October session. Earlier would be better though, as I need time to weave your individual character plots into the story. I will also award another Hero Point for anyone who brings a painted miniature for their character.
You will also receive Hero Points for completing both campaign driven plot arcs, as well as character driven plot arcs. Campaign plot arcs are fairly self explanatory; being various plot lines made up of related adventures, as you become involved in them I will let you know. Character driven plot arcs are a little more fluid, and will come from both your character’s background, as well as goals you decide on during the campaign. This will require some communication back and forth between yourself and I in between sessions.
It is possible to receive Faith based Hero Points, though it will neither be easy, nor consistent. Faith based Hero Points will be temporary, normally lasting only an encounter, or possibly a session. Obviously your character needs to be religious to earn these points, and they will only be earned for actions that truly warrant a deity’s attention.
I’m not awarding in game resourced for out of game actions. If someone wants to buy pizza for the group, you have my gratitude, but you’re not getting Hero Points, or Experience Points, or anything else in game.
Hero Points will be award for heroic acts, but my definition is going to a little different than what the book might imply. To me, a heroic act is something that sets you, head and shoulders, above your average mercenary minded adventurer. I could go on for hours ranting on the differences between a hero and a martyr, but I wont. Just play like you’re ultimately the good guys (even someone with an evil alignment can be a good guy) and play like you’ve got a pair, and chances are you’ll get an occasional Hero Point for your effort.
As you may realize, from reading earlier in this document, I don’t have a lot of sympathy for dead characters, nor do I like the video game mentality of death being a very slight inconvenience. If you die, you loose all of your hero points.
Under Using Hero Points, there is the subheading Acting Out of Turn. If you chose to use a Hero Point to act out of turn, be VERY clear about what you are doing. Raise a hand, say HERO POINT and make sure you have my attention. Also, this isn’t Prince of Persia, so if I’m giving you a description of an event in time, don’t try to rewind events with this. If this needs to be explained better I’ll explain it in person.
Also under Using Hero Points there is a subheading Special. I’m not normally fond of things quite this abstract. I’m going to leave it in, but state that this is only for dramatically appropriate events/encounters. Also, I’m more likely to allow something to work if the description is suitably (do realize suitably does not automatically translate to long winded) epic. Lastly, I would prefer less game mechanic input here, and more imagery (don’t tell me you want to ignore the demon’s damage reduction, tell me you want to whisper a prayer that your strike will be guided through it’s unholy armor by your conviction).
Under Hero Points for DMs, you shouldn’t bank on this. It will be very few and far between, but there will be named NPCs in this campaign that have a Hero Point pool. I’ll even be so kind as to declare when an NPC uses a Hero Point, so you’ll know you’re dealing with someone important.
Lastly, if you read the side bar on Antiheros, know that you can chose this option, though I need to know before we start playing if you’re doing so. Once made, this decision is final, so make sure that you don‘t want Hero Points, as there is no going back. My default assumption is that you will have access to Hero Points, so if for some reason you choose the Antihero bit, make sure I know before we begin play.
We will also be using the Traits system, found in the APG. If you don’t have access to the book, read below and make as much sense as you can, and we’ll go over it on the first game day.
Campaign Traits
Black Sheep
You were born and raised in Falcon’s Hollow. You know many of the region’s secrets and the locals already know who you are. You aren’t quite hated in town, but you have developed a reputation for making trouble. Some of the towns folk respect you for not taking part in Hollow’s politics, even if that’s the only thing they respect you for, but those who rule have their eye on you. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen of Falcon’s Hollow from below as an ally; depending on the person you pick, you’ll get different benefits and hindrances.
The Lord Martyr: You have somehow become close with one of the priests of Milani, either by faithfully attending the bloody sermons, or defending the priest during a confrontation in town. Either way, there is something resembling a friendship between the two of you, gaining you four cure light wounds potions to add to your starting equipment. You also receive a ten percent discount on divine spell casting purchases made from the cult of Milani. Because of your affiliations with such an extremist religion, anyone affiliated with the Lumber Consortium, any of the mine managers, the Hollow’s law, and all members of other local religions is considered one step closer to hostile upon initially meeting you.
Able Bilks: Having a close friend of the family be a lieutenant in the garrison has quite a few advantages. Baring arrest for any serious violent crimes, Able can take care of one legal issues , per game session, you might end up in, even in Falcon’s Hollow. He can send a low ranking soldier to fight along side you, also once per session. Also, by presuming a tiny bit of his authority, you can gain a +5 bonus to one Diplomacy or Intimidate check per game session. Being under the wing of a garrison lieutenant practically guarantees no one involved in nefarious dealings will have any dealings with you. You suffer a -4 trait penalty to Diplomacy checks involving anyone regularly associated with criminal activity in Falcon’s Hollow.
Good Ol’ Boy/Girl
You were born and raised in Falcon’s Hollow. You know many of the region’s secrets and the locals already know who you are. You are well liked by those with an interest in keeping the status quo, as you are known to keep your mouth shut, and to not rock the boat. You gain a +1 trait bonus to Knowledge (local) checks, and Knowledge (local) is a class skill for you. Also, you may choose one of the following powers-that-be in Falcon’s Hollow to have as an ally, which grants you special abilities and drawbacks depending on the personage.
Allustan: The supposed “smartest man in Falcon’s Hollow” has taken a special interest in you. Perhaps you show sign of possessing some eldritch abilities, or maybe one of your parents impressed him before you were even born. Either way, your time spent amongst his many magical treasures gains you a +1 trait bonus to Use Magic Device, and you treat it as a class skill. You may also remember some off hand fact or piece of history from a discussion with the elderly mage, granting you a +10 trait bonus on one Knowledge skill check, or one bardic knowledge check per game session. Unfortunately, most of the Hollow’s common man types view you as little more than Allustan’s pet snob, gaining you a -4 trait penalty to all Diplomacy checks involving commoners in Falcon’s Hollow.
Balabar Smenk: It’s been made very clear to you that no one is actually friends with Mr. Smenk, though a fair number of people in the Hollow seem to think they are. Luckily you understand your position a little better, which in turn insures your relationship with the infamous mine manager runs a lot smoother. In return for the occasional odd job, done discreetly, you receive a small stipend. The odder the job, the higher the stipend, and lately some of Smenks requests have becoming fairly odd.
Unscrupulous Bastard/B*!+#
Falcon’s Hollow is well known as a cesspit of vice, misery, and corruption; which makes it the perfect home for you. You are one of the many black souled villains who make the Hollow what it is, though your callousness comes with a price.
Card Shark: Quick of wit and nimble of fingers, you spend much of your time at the gambling parlor in the Emporium. Unfortunately the games there are rarely straight, and you have found yourself in a bit of a hole. You gain a +1 trait bonus to Bluff, Profession (gambling) and Sleight of hand checks, but owe the Emporium fifteen hundred gold.
Dark Archivist: It has long been known, by those who concern themselves with such things, that Darkmoon Vale is home to many strange cults and religious offshoots. The study of which is your hidden obsession. Years seeking out the queer and morbid has given you a strong foundation in both arcane and divine lore, though it has kept you from more spiritually healthy pursuits. You gain a +1 trait bonus to Knowledge (arcana), Knowledge (religion), and Spellcraft checks, but suffer a -2 trait penalty to Will Saves versus Taint effects and spells with the Evil descriptor.
Tomb Raider: You originally came to town with thoughts of long buried cairn loot dancing through your larcenous dreams. By the time the reality was made clear to you, whores and stiff whiskey had deteriorated what little coin you’d arrived with. Still, opportunities are best found by those who create them. You’ve recently made arrangements with one of the Hollow’s many cults, bodies for coin, though the more dealings you have with your new partners, the stranger things get. Your experience skulking about and previous research gives you a +1 trait bonus to Appraise, Disable Device, and Knowledge (history). The hindrance for this trait is unusual in that it comes into play during the campaign.

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Thanks everyone for the help with official stuff. I am also wondering if their is any home-brew stuff out their ppl might be willing to share. I want to flesh out Darkmoon Vale - I (unfortunately) dont have a lot of time to flesh out much - I have a few ideas that I am working on and if I can get them on paper I would be willing to share in kind.
Anyway I look forward to hearing from everyone.
Arbarth
Old School GM

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The first two adventures from Necromancer Games Glades of Death fit incredibly well into Darkmoon Vale.

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Hello all - I know it has been a few years since I posted on this tread by I FINNALY have a group together to run a Mini-Campaign in Darkmoon Vale. I plan to run it next weekend (05/17/2014) and could use a little advise. I plan to run the following (considering they are what I have).
In this order:
D0 Hollow's Last Hope
D1 Crown of the Kobold King
TC1 Into The Haunted Forest (to help players forget about the King)
Here is where I need some help getting players up to Level 5 before I run them through D1.5 Revenge of the Kobold King. I need some Open-Source or free material as (at the moment have no funds I can spend).
After D1.5 I have E1 Carnival of Tears, LB1 Tower of the Last Baron and LB2 Treasure of the Chimera Cove If my players wish to do more.
Thank you in advance,
Arbarth
Old School GM

Pheoran Armiez |

I ran Into the Haunted Forest and Hollow's Last Hope as a precurser to Crown of the Kobold King with a group not long ago. Using Pathfinders recently introduced young character mechanics, I actually stated up the children that go missing in Crown of the Kobold King and had each of my players play as one of the children, running a few short sessions between sessions with their characters. This let them get to know the kids, as well as get to know Falcon's Hallow and the NPCs in a new and unique way. Not for every group but it was fun watching them struggle to fend off the kobolds that kidnapped them, only to switch back to their actual characters and start investigating themselves.
Requires a group that can divorce player knowledge from character knowledge. Anyway, if you wanted The Children of Falcon's Hallow are free to use for whoever wants them.

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I wrote a set of Campaign Traits for the "Secrets of Darkmoon Vale Campaign Arc" (I pulled that title from one of Paizo's product catalogs) that were included in Wayfinder #2. Now, that article assumes you're running D0, D1, D1.5, then D4, which you are not doing, but they may be of some use to you anyway.
You can find Wayfinder #2 here.

Dreaming Psion |

The town of Falcon's Hollow was given an update/revamp in Towns of the Inner Seas. I also think the great wyrm red dragon is detailed in Dragon's Unleashed, but I'm not too sure of that.
If you're looking for free references, you can find that the Pathfinder Wiki contains a lot of references to the official products (although no homebrew/official canon only so much of it may overlap with your sources.) Here's the link. Fer instance, here's the article on Falcon's Hollow.
As for free fanmade stuff, what comes to mind is Paizo Fans United. They have a fan 'zine called Wayfinder downloadable free (as PDF) on this website with each issue having a number of articles. Wayfinder #1 has a trio of villainous NPCs but no full adventures in Darkmoon Vale.

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I wrote a set of Campaign Traits for the "Secrets of Darkmoon Vale Campaign Arc" (I pulled that title from one of Paizo's product catalogs) that were included in Wayfinder #2. Now, that article assumes you're running D0, D1, D1.5, then D4, which you are not doing, but they may be of some use to you anyway.
You can find Wayfinder #2 here.
Thanks - I will use the traits for sure - well at least offer them to players.

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The town of Falcon's Hollow was given an update/revamp in Towns of the Inner Seas. I also think the great wyrm red dragon is detailed in Dragon's Unleashed, but I'm not too sure of that.
If you're looking for free references, you can find that the Pathfinder Wiki contains a lot of references to the official products (although no homebrew/official canon only so much of it may overlap with your sources.) Here's the link. Fer instance, here's the article on Falcon's Hollow.
As for free fanmade stuff, what comes to mind is Paizo Fans United. They have a fan 'zine called Wayfinder downloadable free (as PDF) on this website with each issue having a number of articles. Wayfinder #1 has a trio of villainous NPCs but no full adventures in Darkmoon Vale.
I like these a lot and will definitely use these in my mini campaign.

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I ran Into the Haunted Forest and Hollow's Last Hope as a precurser to Crown of the Kobold King with a group not long ago. Using Pathfinders recently introduced young character mechanics, I actually stated up the children that go missing in Crown of the Kobold King and had each of my players play as one of the children, running a few short sessions between sessions with their characters. This let them get to know the kids, as well as get to know Falcon's Hallow and the NPCs in a new and unique way. Not for every group but it was fun watching them struggle to fend off the kobolds that kidnapped them, only to switch back to their actual characters and start investigating themselves.
Requires a group that can divorce player knowledge from character knowledge. Anyway, if you wanted The Children of Falcon's Hallow are free to use for whoever wants them.
Thank you - I will try to think of a way to use the children

Dreaming Psion |

Here's a few other threads/discussions that might be of interest
Creating your own Darkmoon Vale AP
Falcon's Hollow Trilogy expanded to levels 1-10
After the Darkmoon Vale modules
Here is somebody's old campaign wiki (it has a character thread and adventure log): Tales of Darkmoon Vale