

The frontier settlement of Falcon’s Hollow sits on the edge of Darkmoon Vale, a wilderness scarred by ancient dwarven ruins, fey‑haunted forests, and the looming shadow of Droskar’s Crag. When strange disappearances, poisoned waters, and unnatural creatures begin to threaten the region, a small band of adventurers is drawn together—some seeking coin, others justice, and a few simply trying to survive the Vale’s many dangers. Their earliest forays uncover hints of something older and darker beneath the land: remnants of dwarven kingdoms shattered by the Rending, and cults still whispering prayers to the fallen god Droskar.
As the group delves deeper, they confront the corruption spreading from the abandoned monasteries and mines once claimed by the dwarves. Kobold tribes, desperate loggers, and fey guardians all clash in the forests, each convinced the others are to blame for the Vale’s growing sickness. But the truth lies far below, in the tunnels connecting to the Darklands—where undead, twisted dwarven remnants, and ancient constructs stir once more. Each journaled expedition reveals another layer of the catastrophe that once reshaped the region, and the adventurers begin to realize they are walking through the aftermath of a thousand‑year‑old disaster.
Their path eventually leads them to the heart of the corruption: a forgotten shrine where Droskar’s lingering influence fuels the resurgence of horrors long buried. Here, the party must choose whether to seal the darkness away, risking the wrath of the Vale’s many factions, or harness its power to reshape the region themselves. The decisions they make ripple outward, affecting the fragile balance between the Lumber Consortium, the fey courts, and the scattered frontier towns struggling to survive.
In the end, the adventurers emerge changed—haunted by what they’ve seen, hardened by what they’ve endured, and bound together by the knowledge that Darkmoon Vale is only quiet on the surface. Beneath its forests and rivers, ancient powers continue to stir, and the first expedition may only be the beginning of a far greater struggle

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)















