The ramshackle town of Falcon’s Hollow is a wild place that rests perilously close to the infamous Darkmoon Vale. Nestled in the shadow of Drokar’s crag the shadow of nearby mountains casts a shroud of gloom on the desperate souls who call this place home. It is a place of hardship broken only occasionally by a festival or an infrequent merchant caravan. The people of the tiny village face constant adversity from both the wilderness and the wiles of man. Wolves nip at their heels and cutpurses ply at their pockets.
Still many are drawn here to make their fortune cutting darkwood lumber in the lush forests of the vale. They are undaunted by the mist that hides the feral beasts, trolls and the restless souls of the dead that roam the forest.
Others journey to these remote fringes to start over, cobbling together their shattered lives on the edge of an untouched wilderness far from the things of man. The remoteness also attracts persecuted zealots and outcasts. Here, these fanatics practice their strange and often deviant rites unfettered by the mores of civilization.
Regardless of the reason they choose this town as their home all have heard the legends that below the rocky slopes of Droskar’s crag lies a once great dwarven kingdom full of unsurpassed treasures but also an ancient evil.
Notes
HOUSE RULES
Fumble: Whenever an attacker rolls a natural 1 on the die, the attack misses and there is the threat of a fumble. The attacker must immediately make a confirmation roll, using their full base attack bonus (and accompanying modifiers). If the attack roll would miss the target, the attacker fumbles. The attacker will then roll a d10 which will determine the result of the fumble. An attacker can only fumble once per combat.
Death: When a character dies they roll for a chance of Divine Intervention from their Deity. A d100 will be rolled and if the result is 95 or above the character comes back to life with 0 HP. If they fail a cleric or paladin in the party can also attempt the same roll. There may be additional effects from coming back from the dead for the character as determined by the GM.
Character Build:
When leveling up, your updated character sheet is due by the Wednesday before the game at the latest
Source Books Allowed: Core Rulebook and the specific items listed below
Race
Advanced Race Guide: Orc - Goblin - Kobold (strength -2 instead of -4)
Custom: Half-dwarves (see pathfinder forum for details)
Class Features
Advanced Players Guide: Ranger - Combat Style: Two-Handed Weapon
Equipment
Ultimate Equipment: Dogslicer - Dog, hunting - Dwarven Urgrosh
Spells
Advanced Player's Guide: All spells allowed
Advanced Class Guide: Glue Seal
Point Buy: 15 (no stats below 8 after racial modifiers)
Starting Wealth: Average
Hit Points: You will always receive maximum HP when you go up a level. (No need to roll)
XP: There is no XP. You will level up at GM discretion and when the story compels.
Alignment: Alignment isn't hard and fast. There will be no alignment restrictions for class or prestige class. Instead other restrictions may apply. In the case of a Paladin, a strict written code in line with the characters chosen deity and subject to GM approval. Also, Detect Alignment will detect good or evil intentions towards you instead.
Ammunition: You do not need to keep up with the number of arrows/bolts/bullets/darts you’ve used. I assume you’ll recover what you can after each battle and reuse them. You will need to purchase a package of ammunition to start with.
Equipment: The minimum amount of equipment you will need to purchase is: armor, weapon(s) (and ammunition if needed), a waterskin, and backpack. Also recommended are rope, flint and steel, and a torch. Remember to update your character sheet with any new equipment and indicate size if it is a size category other than your character. If it’s not on your character sheet posted on the website, you don’t have it.
Rations: You don’t need to purchase or keep track of rations. I’ll assume you have them and will resupply yourselves as you go along.
Followers: Ability Scores - 10 Point Buy (no stats below 8); Gear - Average Starting Wealth for the class
Adventures
Hollow's Last Hope (D0 Paizo) - Crown of the Kobold King (D1 Paizo) - Howl of the Wolf (Glades of Death, Necromancer Games) - Timber Rivalry (Glades of Death, Necromancer Games) - Revenge of the Kobold King (D1.5 Paizo) - Hungry are the Dead (D4 Paizo)