
DundjinnMasta |

Welcome!
Re-posted from the Recruitment thread.
Erwin Blackwind (http://paizo.com/people/ErwinBlackwind) by Grovo
Koross (http://paizo.com/people/Koross) by Spazmodeus
Artemis Atredies (http://paizo.com/people/ArtemisAtredies) by KenderKin
Thantor Spelloak (http://paizo.com/people/ThantorSpelloak) by DM Ashman
Tiberius "Ty" Darkmoon (http://paizo.com/people/TiberiusTyDarkmoon) by Logan1138and
Assuming they move their Illusionist/Thief back down to 1/1
Gnobby the Gnome (http://paizo.com/people/GnobbyTheGnome) by Chainmail

Artemis Atredies |

Here.
Draft of my background information...
Occupation: Woodcutter
Life in and around Diamond Lake is tough and unforgiving.
Artemis is the surviving son of a local wood cutter family the Atredies' his father Temis was, a well liked man because he dealt fairly with all. Those who needed work knew they could earn a fair wage and local consumers of his product, knew they were paying a fair price. The local blacksmith Manlin Osgood, of the Osgood Smithy* was a close friend of Temis, and he often supplied the properly selected, cut and cured wood mainly for handles, that helped Osgood manufacture master work products.
The lumber consortium angered by competing wages and unwilling to tolerant any competition or dissent to their way of doing business, murdered Temis (Artemis's father), destroyed his home, stole the wood cart and horse.
Artemis spent some time in the local militia and used his experience in the woods to make a fine warrior in times of crisis.

Erwin Blackwind |

born and raised in Diamond Lake Erwin had never really seen outside world outside the town. Mostly helping his family and moving around doing physical errands for workers Erwin was popular person among the citizens.
Learning a bit swordfighting from outsiders and practising this simplemindedly he was able to achieve with this practise along his physical work a sturdy body.
At somepoint Erwin began dreaming for more than just living in Diamond Lake but did not know what to do. He had no skills outside from a tiny bits he had learned. Hoping for something to happen Erwin kept practising and praying to Gods that someday he would get his chance

Artemis Atredies |

After salvaging what he could Artemis came to Diamond Lake to let the smithy know that his father was dead and offer to meet his current needs for handles and shafts for master work weapons, but would need a cart and a trusted apprentice. Artemis was leaving Diamond Lake, but hoped to join with a group heading away.

Tiberius "Ty" Darkmoon |

Tiberius "Ty" Darkmoon grew up in the dingy town of Diamond Lake raised by an uncle all too fond of drink. While Ty didn't follow the drunkard's path of his uncle and foster father, the conflict he experienced with his uncle led to him becoming a very angry young man who wanted to lash out at the world. The death of his uncle when Ty was 18 only served to fuel the young man's confusion and anger as he was now truly alone in the world.
At the age of 19, while Ty was working in The Dancing Dwarf, one of the myriad seedy taverns along The Vein of Diamond Lake, a rowdy patron pushed Ty a little too far. Ty had just retrieved an incredibly old, rare and EXPENSIVE bottle of brandy from the cellar and, without thinking, bashed the ruffian in the head with the liquor. No one much cared about two men attempting to kill each other in Diamond Lake, an all too common occurence, but Ty's boss, the tavern owner, was livid over the destruction of his most prized brandy and dragged Ty before the local magistrate. Ty's sentence was to work the mines of Diamond Lake during the day for two years with his wages going to compensate the tavern owner while his nights were spent in the local gaol.
After completing his sentence, Ty's anger had only grown and he was now stuggled finding regular employment. Desperate, Ty headed out to search the local cairn's for any scrap of loot that may have been missed by the numerous treasure seekers before him. Instead, he found himself chased by wolves! Things would have gone very badly for young Ty except for the appearance of a grizzled hermit who wandered the Cairn Hills and helped Ty drive off the wolves. The stranger helped bind Ty's wounds and showed him kindness with which Ty was completely unfamiliar.
After a night of deep conversation with the hermit, Ty learned that he was in fact, Aenon Torson, a local ranger of the hills who served as a self-appointed warden of the region around Diamond Lake; patrolling the various cairns to ensure that no evil humanoids or monsters took up residence in the abandoned tombs. Aenon realized that Ty was a young man without purpose who was likely heading towards a quick and ignominious death, thus, he offered to take Ty "under his wing" and train him in the survival skills of a ranger who could dedicate himself to a higher purpose.
At first Ty only agreed to "help the old man" as repayment for the aid Aenon rendered him but quickly found himself growing to respect and even care for the old ranger. They spent the next year wandering the Cairn Hills and helping, in their own small way, to keep the people of Diamond Lake untroubled by the foul denizens of the region. Unfortunately, two months ago, Aenon was killed on one of their expeditions leaving Ty on his own once more but he remains dedicated to the new path on which Aenon set him.
If there is anything in there that you would like to change to fit into the campaign more smoothly, please let me know.

DundjinnMasta |

Few rangers dwell within Diamond Lake, but the druidic community at the Bronzewood Lodge includes several who might have reason to regularly visit Diamond Lake. Other rangers might come from the wild tribes of the Cairn Hills or the Mistmarsh.
Druids fit perfectly into the Bronzewood Lodge community, and might be representatives of Nogwier, the cleric of Obad-Hai who leads that community and who sends them into the hills chasing stories of unkillable undead and unnatural green worms.
The ring of crumbling menhirs on the bluff overlooking Diamond Lake is a remnant of an ancient human druidic culture that once inhabited the region. They too came to the hills for the acient cairns, seeing them as monuments to great ancestors of the invisible past. Although modern humans displaced the native druids during great migraions over a thousand years ago, pockets of indigenous architecture and culture remain. Foremost among these near-forgotten practices is veneration of Obad-Hai, the Shalim, the brooding patron of wilderness and natural order.
Druids and rangers who honor the Shalm and a host of minor nature deities and fey spirits (the so-called Old Faith) routinely congregate in great moots three hours northest of Diamond Lake, at an ancient megalithic structure called the Bronzewood Lodge. Devotees of Ehloona or the elven pantheon are welcome at these meetings, if a bit gruffly, but all other attendees must be invited personally by someone already within the circle of trust. At these great moots, the woodsfolk observe rituals from long ago, celebrate with great contests of strength and wit, and debate policy regarding the natural affairs of the region.
A small permanent community inhabits the Lodge itself and the wooded copse surrounding it. Perhaps 30 assorted druids, rangers, and scouts protect the sacred site and keep watch on the nearby roads and valleys. Occasionally, they step in to rescue a traveler from some natural menace, but just as often they warn explorers to stay on the roads and let the wilderness take care of itself. Their leader is Nogwier, an aged proponent fo the Old Faith who strives to keep the focus of his community on preservation of a near-extinct way of life and away from the anger at the Free City and its operatives in Diamond Lake, who avariciousness continually rapes the land. Nogwier urges cautious cooperation with Lanod Neff via a former Bronzewood man named Merris Sandovar, who now works as the garrison's chief scout, but he wishes that the Free City would have given him a more reasonable governor-mayor than Neff, and knows he won't outlive him.
The Lodge itself is a twelve-chambered structure composed of piled megaliths covered by earth. The cairn's central gallery contains a huge uprooted petrified bronzewood tree planted upside down so that its roots are exposed. Nogwier and his three servitors use the tree as a massive altar. Other chambers contain the sorted, commingled bones of generations of druids as well as priceless natural treasures accumulated over the course of centuries.

Spazmodeus |

Thanks, DundjinnMasta
I can have Koross hail from the Twilight monastery....
Thinking he spent early childhood in Diamond Lake, illegitimate spawn of a haughty but unlucky Suel woman, sired by itinerant Baklunish mercenary. Inherited mothers silver hair and father's swarthy complexion. Prime fodder for childish taunts and abuse.
At the age of six or seven, mother already in the ground for a year aND a half, young Koross ran with wild children of the slums. Found himself cornered by some older children, but fought them ferociously with an old table leg. Unknown to them all , a monk of the twilight monastery was watching from the alley mouth, having been passing by. What he saw caused a flicker of interest, the boy fought with spirit, but also with instinctive sense, striking out at random to keep space, always keeping others in his peripheral vision, never allowing one to get behind him.
Finally, having seen enough, the monk clapped his hands together, startling the boys, the aggressors running off, leaving Koross regarding the monk, chest heaving.
The monk regarded the boy, noting the lack of fear, just the acceptance of his fate. "Have you parents, family? The monk asked. At Koross' slow shake of his hesd, the monk nodded and said "I offer you a future, one if challenge and difficulty, but also achievement and purpose. I will lift you out of this squalid slum...you will be tested, and if you fail, I will return you here. Do you understand? "
This time a slow nod.
And so Koross was taken to the Twilight Monastery, where he was tested time and again and somehow he passed all challenges put before him . Now for the first time in 15 years , returning to Diamond Lake, he wondered what fate might hold in store...

DundjinnMasta |

About two hours north of Diamond Lake, a towering crag called the Dragon’s Roost casts a dark shadow over the muddy road to Elmshire. From a perch hundreds of feet above looms the cat-infested Twilight Monastery, a three-towered monument to an obscure philosophy of the Distant West. Two score monks dwell within the monastery, dedicating themselves to a litany of exercises meant to perfect the body and spirit. The secretive monks hold dusk as the holiest of hours, and sonorous chants emit from the Twilight Monastery’s central courtyard when the night sky appears in the heavens.
Foremost among the monks is Izenfen the Occluded, a peerless masked combatant thought to be one of the wisest figures in the hills. Travelers frequently seek her council, but most leave Diamond Lake without ever having gained access to the Twilight Monastery, for Izenfen deigns to speak with only a handful of pilgrims foretold to her via the agency of the night sky and an immense mirrored lens called the Censer of Symmetry. The Censer, which dominates the monastery’s central courtyard, can used to scry the future during a clear night. Junior monks polish its smooth surface throughout the day, and the whole of the order is prepared to defend it with their lives.
When word of the Censer’s predictive prowess spread to the miners of Diamond Lake 20 years ago, a desperate contingent petitioned Izenfen to predict the location of the richest unclaimed local ore deposits, appealing to her compassion with tales of starving children and dangerously unpaid debts. The masked mistress of the Twilight Monastery rebuffed their pleas, triggering the miners’ contingency plan—an ill-fated invasion of the monks’ compound that left seven miners dead. Only a single member of the order perished—Imonoth, Izenfen’s beloved daughter.
Immediately thereafter, Izenfen gathered a cadre of stealth assassins from the ranks of her best warriors, and silently set them upon the surviving invaders who still milked wounds in the petty shacks along Diamond Lake’s waterfront. At an annual celebration called Darkstar’s Kiss, the monks of the Twilight Monastery recite from memory the names of all fifteen miners murdered on that night, reminding themselves to always remain vigilant to the encroachment of outsiders. Rumors suggest that Izenfen’s masked silent killers remain active to this day, citing the disappearance or mysterious deaths of nearly a dozen political enemies within the town.
Although the monks of the Twilight Monastery keep mostly to themselves and desire only to lead lives of undisturbed con-templation, they frequently appear on the streets of Diamond Lake to reprovision or to engage in the trade of kalamanthis, a rare psychotropic plant grown regionally only on the slopes of the Dragon’s Roost. Proceeds from this trade account for all of the monastery’s activities, but initiates of the order are forbidden from taking it in all but the most controlled ritual circumstances. Kalamanthis is popular among all classes of Diamond Lake, but the real business is centered in the nearby City-State. Potential buyers frequently meet with elder monks in a secluded corner of Lazare’s House along the Vein’s central square to arrange payment and distribution to the neighboring metropolis. Both the wagons loaded with kalamanthis and the returning coaches loaded with city coin go unmolested in Diamond Lake, for all fear Izenfen’s relentless invisible killers.

Artemis Atredies |

Getting the Players Involved
Working with your players before the campaign begins is the best way to ensure a healthy and long-lasting game. Before the first session, ask the players what sort of characters they would like to play.
Stay general, but try to get a sense of each player’s preferred race and class, and use those details as the basis for weaving the characters into Diamond Lake and hence into the Age of Worms Adventure Path.
The following suggestions ought to get you started, but don’t be afraid to go in a completely different direction. The best choice is the one that makes both you and your player happy.
Dwarf:
Elf:
or confidant of one of these deputies, or might be a deputy himself!
Gnome:
Halfling:
are (relatively) wealthy visitors from the halfling community of Elmshire to the north.
Half-Elf:
themselves in the employ of Ellival Moonmeadow, but soon become aware
that the mine manager simply doesn’t like anyone other than elves, and halfelves don’t quite qualify.
Half-Orc:
and low Intelligence makes them ideal
miners or thugs, and Diamond Lake is
filled to bursting with both. A more original
approach might cast a half-orc as a
roustabout or performer at the Emporium.
The garrison does not employ halforcs
as a rule, and most soldiers despise
them thanks to an ongoing war against an
orc nation far to the southwest.
Human:
Diamond Lake, from the humble miner
to the child of a prominent citizen. Most
are laborers.
Barbarian:
Cairn Hills, primitive traditions hold strong
and humans at times seem more like beasts
than like men. In the vast swamp to the
south, wiry, feral humans fiercely contest
small patches of dry land, narrowly holding
out against lizardfolk and more horrible
denizens of the murky marsh.
Bard:
way to fit into Diamond Lake need look
no further than the Emporium. Players
looking for a slightly less debauched
hook might make good performers at
the Spinning Giant (area 15) or another
unnamed venue.
Cleric:
the players to select Heironeous, St. Cutbert,
Obad-Hai, or Wee Jas as their deity,
which will allow them to interact with
a local faith. (Temples to Wee Jas and
Obad-Hai just outside the town proper
will be covered in Dungeon #125). If
those gods don’t appeal to your player,
consider the character an adjunct cleric
“loaned” to an allied local temple or a
lone prophet amid the common folk of
Diamond Lake.
Druid:
Bronzewood Lodge community (described
with Diamond Lake’s hinterlands in
Dungeon #125), and might get into the
campaign as representatives of Nogwier,
the cleric of Obad-Hai who leads that
community and who sends them into the
hills chasing stories of unkillable undead
and unnatural green worms.
Fighter:
Lake are part of the garrison contingent,
but a few work as muscle for the
mine managers. For an interesting spin,
consider making a PC fighter a deputy
serving under the corrupt Sheriff
Cubbin (area 8).
Monk:
Lake region uniformly come from the Twilight
Monastery, an edifice located just outside
the town and described in Dungeon
#125. A PC monk might befriend another
PC before the campaign begins, making
him an ideal invite when the other PC
learns of the Whispering Cairn.
Paladin:
(area 12) regularly houses one or two
young paladins from the Free City,
who work within the garrison sanctuary
as a lesson in humility on a path
to bigger and better things within the
greater church. A paladin beholden
to St. Cuthbert or Wee Jas would be a
minor figurehead in the cult, uniformly
respected by the flock.
Ranger:
Diamond Lake, but the druidic community
at the Bronzewood Lodge includes
several who might have reason to regularly
visit Diamond Lake. Other rangers
might come from the wild tribes of the
Cairn Hills or the Mistmarsh.
Rogue:
anywhere in Diamond Lake, but especially
in vice dens like the Emporium or
the Midnight Salute. Each of the mine
managers sponsors at least one gang of
toughs, making a rogue PC a great point
of contact with the town’s seedy underworld.
For a compelling challenge, make
the PC a gofer for Balabar Smenk.
Sorcerer:
the lookout for charismatic exhibitors
with a magical trick up their sleeve—the
flashier the better. Sorcerers might also
be affiliated with a street gang that frequents
the Feral Dog or might be in the
employ of one of the mine managers.
Wizard:
characters to Allustan (area 18), one of the
central NPCs in the Age of Worms Adventure
Path. Such characters will feel even
closer to the action of the campaign, and
will serve as excellent interlocutors between
the party and their arcane patron.

Artemis Atredies |

Diamond Lake at a glance
Diamond Lake crouches in the lowland between three hills and the lake itself, a splotch of mud, smoke, and blood smeared across uneven terrain marked by countless irregular mounds and massive rocks. The oldest buildings pack the lakeshore, where fishing vessels once docked and stored their impressive catches. That commerce has abandoned the town entirely, for the shining waters that once gave Diamond Lake its name are now so polluted as to make fishing impossible. Many old warehouses have been converted into cheap housing for miners and laborers, and no one is safe outdoors after dark. As one walks north along the streets of Diamond Lake, the buildings become sturdier and the spirits of their inhabitants likewise improve. A great earthen road called the Vein bisects the town. With few exceptions, those living north of the Vein enjoy a much better life than the wretches living below it.
Life at a glance
All of the town’s social classes congregate in the Vein’s central square. Roughly every two weeks, someone in the town upsets someone else so greatly that the only recourse is a duel to the death at the center of a ring of cheering miners. The bookmakers of the Emporium and the Feral Dog do brisk business on such occasions, which tend to draw huge crowds. On less violent nights, the square is still home to a thousand pleasures and poisons; if Diamond Lake is a creature, the Vein’s central square is its excitable, irregular heart.
The following short descriptions cover key locations found in Diamond Lake. Note that several buildings and locations are not readily known to serve any public service.
1. The Emporium Every week, hundreds of miners boil up from the depths, their pockets lined with freshly earned coin. The Emporium exists to separate the men from the money, and at this it is paramount among Diamond Lake’s diverse businesses.
2. Lazare’s House: Those seeking a relatively cultured nightspot often congregate at Lazare’s House, a cozy gaming parlor situated on the Vein’s central square.
3. The Feral Dog Since both Lazare’s and the Emporium charge a small fee for entry, Diamond Lake’s poorest laborers must turn to a collection of run-down ale halls with more sullied reputations. The busiest by far is the Feral Dog, a sleazy tavern on the Vein’s central square. Every night and especially when the workforces of several local mines let out at the same time, cheering laborers within the bar scream obscenities and wave betting vouchers over two dogs in a lethal pit fight. No one savors the tinny ale, but the place is more about camaraderie, bravado, and desperation than about expecting exemplary quality or service.
4. Church of St. Cuthbert
5. Tidwoad’s Sooner or later, characters looking to sell loot will cross paths with Tidwoad , a cantankerous jeweler with a meticulously arranged shop located on the Vein’s central square. Tidwoad’s is as close to a bank as one can find in Diamond Lake.
6. Sheriff’s Office Sheriff Cubbin, Deputy Jamis; and the six thugs who comprise the constabulary see to the general safety of the town
7. General Store
8. The Hungry Gar
9. Jalek’s Flophouse
10. Smenk Residence
11. Deepspike Mine
12. Garrison
13. Lakeside Stables
14. The Midnight Salute
15. The Spinning Giant Garrison soldiers make up most of the Spinning Giant’s regular patrons, with a handful of mine overseers and merchants rounding out the crowd. Most who come here consider themselves honorable, and expect similar conduct from others.
16. The Captain’s Blade
17. Venelle’s
18. Allustan’s Residence The “smartest man in town,” a friendly wizard
19. Tilgast Residence
20. Old Piers
21. Able Carter Coaching Inn
22. Parrin Residence
23. Greysmere Covenant
24. Gansworth Residence
25. The Rusty Bucket
26. Moonmeadow Residence
27. Osgood Smithy
28. Smelting House
29. Diamond Lake Boneyard
30. Neff Manor
31. Dourstone Mine
32. Abandoned Mine
33. Menhirs
34. Old Observatory
35. Dourstone Residence

DundjinnMasta |

Hmm. Not the information I expected but I can make use of it for future possibilities by putting it into the campaign info. I have a more in-depth write up of the Diamond Lake area. I was trying to only info dump the relevant information but since you dropped the Diamond Lake one I will post my version after work tonight. Did you have the NPC information? I know I have a write up from the AOW Overview.

Artemis Atredies |

There is tons more info (each numbered section above has paragraphs of materials), and that is not all that I have...
Pretty sure it is straight out of Dungeon #124. I was trying not to post TMI (too much Information) or post something that you have changed or adjusted.....
I actually got Dungeon 124 and 125 because I was thinking of running this one after I finish Shackled city...I haven't got a chance to read through any of the spoilers yet, and now I can't!

Logan1138 |

Just wondering, how is Chainmail playing a Gnome Illusionist/thief? There are no Gnomes nor Illusionists in Swords & Wizardry to my knowledge.
I am not complaining at all, in my 1st Edition days I was the only person at my table who played gnomes or Illusionists. Just curious how this will work since there are no "official" rules for the race or class.

KenderKin |
I just made up a tavern name for my back-story as I have no exposure to this adventure. Is the 'Rusty Bucket' a tavern? If it is, I'll change my back-story to use that name, cause it's kinda cool.
The Feral Dog is an inn
25. The Rusty Bucket
This popular restaurant used to specialize in fish, but since the lake went bad it’s been forced to adapt to a land-based menu. Within, green stained-glass windows filter eerie light into the main dining room, where the intertwining melodies of a trio of pipers enhances an ethereal
atmosphere. Guests dine in a large common room, with a handful of nicer tables situated in a roped-off area beside the main dining hall. The far table, on a raised platform overlooking the private room,
is reserved for Chaum Gansworth, Diamond Lake’s most calculating mine managerand the owner of the Rusty Bucket.

DundjinnMasta |

Just wondering, how is Chainmail playing a Gnome Illusionist/thief? There are no Gnomes nor Illusionists in Swords & Wizardry to my knowledge.
I am not complaining at all, in my 1st Edition days I was the only person at my table who played gnomes or Illusionists. Just curious how this will work since there are no "official" rules for the race or class.
Good point. That seems like a significant oversight. Perhaps the Player's Companion?
I'll have to look into that... maybe it is something for another version of Sword & Wizardry like the White Box version.
Chainmail?

Artemis Atredies |

The Swords & Wizardry Player’s Companion from Barrel Rider Games is pretty handy little PDF and it’s only $2.99.
I think the DM said he has this, so it should be fine
Basically, it’s a few little add-ons for Swords & Wizardry.
Chapter One: Attributes. Cool things here are the modifiers for race. And (I know some don’t like it) the optional addition of Luck and Appearance Attributes. Those can be useful depending on your game. There’s also an extended chart for Attribute scores higher than 18.
Chapter Two: Classes. OK, now this is very handy! Alternate/additional abilities for the standard classes (from Swords & Wizardry Complete). This could be a real good add on for your game. There’s also the write ups for Anti-Paladins and Bards.
Chapter Three: Races. This chapter adds gnomes, half-orcs, and dark elves. They’re pretty standard and fit with the other races mechanically. Of course, fluff-wise in your campaign world it might be a little different.
Chapter Four: Equipment. You’ve got some stats for more types of weapons and armor. Because, the player characters want more ways to kill things and not get killed. Plus there’s some handy magic items in this section also.
Yes, I know. It’s a short little review. But hey, it’s a short book, only 35 pages. But it’s got a lot of things I like in product. It’s simple, inspirational, reusable, tweakable, and affordable (Do I need to say only $2.99 again?). So go ahead and pick it up.

DundjinnMasta |

This spoiler has already been copied to the Campaign Info section too.
Diamond Lake Map
Diamond Lake Locations:
1. The Emporium – Casino, whorehouse, freak show – very popular, garish & gaudy.
• Run by Zalamandra.
• Shag Solomon (Wildman aristocrat)
• Tom Shingle (misshapen contortionist)
• Ariello Klint (Halfling sorcerer)
• A two-headed calf named Esmerelda, Jr.
• Chezabet, a beautiful card-reading bard.
2. Lazare’s House – Cozy gaming parlor focusing on Dragonchess. Upper class.
• Run by Lazare
• Daughter Dannath
• Khellek the Mage is a frequent attendee
• Chaum Gansworth & Luzanne Parin are regulars
3. The Feral Dog – Very busy, sleazy tavern
• Overseen by a half-orc named Kullen
• Tirra the Half-Elf is a regular
• Nacklemut is a regular
4. Church of St. Cuthbert
• Led by Jierian Wierus, a fiery orator
• Acolyte - Hameneezer
5. Tidwoad’s
• Run by a gnome named Tidwoad, keeps bank vaults, buys/sells gems
• Keeps a Shield Guardian named Festus
• Gnomish visitors frequently lodge upstairs
6. Sheriff’s Office
• Sheriff Cubbin (a boisterous alcoholic)
• Deputy Jamis
• 6 constables
• Local jail
7. General Store
• Run by Tagin (Human)
• Just about anything that isn’t armor or weapons or magical
8. The Hungry Gar
• Restaurant run by Gul Tortikan
9. Jalek’s Flophouse
• Run by a massive, helmeted mute named Golot
• Owned by a fellow named Jalek, who lives near the top of the structure, but is rarely ever seen
• An ancient warehouse turned into housing
10. Smenk Residence
• A sodden old mansion a century past its time
• Owned by Balabar Smenk, owner of four mines in Diamond Lake
• Guarded by three hired guards
• Front door is always open during daylight hours
11. Deepspike Mine
12. Garrison
• Run by Captain Tolliver Trask, an aging, distinguished man
• Chief Cartographer Dietrik Cicaeda can be found here.
• Chief Scout Merris Sandover can be found here
• Lieutenants Dobrun Trent, Mikkela Venderin & Trovost Skunt
• 60 Soldiers
• Veyt Erran is a soldier in training.
• A chapel of Heironeous can be found here
i. Valkus Dun – High Priest (tall, handsome)
ii. Velias Childramun - aging priest
iii. Melinde’ – young warrior priestess
13. Lakeside Stables
• Run by Lanch Faraday – portly half-elf
• Does not have the best reputation
14. The Midnight Salute
• House of Ill-Repute
• Run by an elf woman known as “Purple Prose.”
• Less expensive than the Emporium (Area #1)
15. The Spinning Giant
• Tavern with a painting of “Flailing Felanore” – a giantess who was captured 40 years ago
• Contains a decent quality stage
• Home to the local Garrison when off-duty
16. The Captain’s Blade
• Run by Tyrol Ebberly, a severe-looking man who claims to have once been a Watch Captain in Greyhawk.
• Focus on Masterwork melee weapons
17. Venelle’s
• Run by Venelle, a female human ranger
• Built of pine logs
• Focus on Masterwork bows and arrows.
• Can import from Free City
18. Allustan’s Residence
• Home of Allustan, “The smartest man in town.”
• Sage & Wizard
19. Tilgast Residence
• Home to Gelch Tilgast, one of the mine owners
• A beautiful mansion with separate stables inside a stockade wall.
• Wealthy visitors can pay 1gp/day to stable horses
20. Old Piers
• An old sailor named Durskin can ferry folks around in his sloop, called the “Autumn Runner.”
• Also home to the “Harkness” run by a shadowy group called the “Cult of the Green Lady.” – cleaner.
21. Able Carter Coaching Inn
• Hostel (1gp/day)
• Stable (5sp/day)
• Runs a fleet of horse-drawn coaches that can travel the hills.
• Guarded by 4 guards at all times
22. Parrin Residence
• Home of Luzanne Parrin, one of the mine owners
23. Stonehammer Covenant
• Home to three dwarven representatives of the stronghold of Stonehammer, several days to the south across in the Greystorm Mountains.
• Run by Dulok Blitzhame.
• Councilor Galuth Grobadore
• Councilor Bitris Ruthek
24. Gansworth Residence
• Home to Chaum Gansworth, one of the mine owners
• Memorial Obelisk located outside is dedicated to miners killed in a collapse 70 years ago, that claimed 300 lives.
• Guarded by 5 guards at all times.
25. The Rusty Bucket
• Popular restaurant that used to focus on fish. Green stained-glass windows make for an unusual atmosphere inside.
• Home to three pipers who play regularly
26. Moonmeadow Residence
• Home of Ellival Moonmeadow, the Elven overseer of Diamond Lake’s silver mine.
• Spends most of his time in the company of 6 Gray Elf companions
27. Osgood Smithy
• Run by Manlin Osgood (Human Blacksmith)
• Home of Masterwork armor & household goods
28. Smelting House
• Run by a rarely-seen chief smelter, is the one place in Diamond Lake where all mines have their ore smelted.
• Northwest corner serves as the residence and workshop of Benazel the Alchemist (Potion-maker)
29. Diamond Lake Boneyard
• Overseen by the Cult of the Green Lady, guarded at all times. Rumored to hide a burial plot filled with gold bars that no one has ever found.
30. Neff Manor
• Owned by Governor-Mayor Lanod Neff, sprawling and protected by a wooden stockade wall – home to the political apparatus of Diamond Lake.
31. Dourstone Mine
• Run by Ragnolin Dourstone, one of the mine owners
32. Abandoned Mine
33. Menhirs
• Old stone ring occasionally visited by druids
34. Old Observatory
• Crumbling building that once housed an order of monks obsessed with the heavenly bodies of the nighttime sky.
35. Dourstone Residence
• Home of Ragnolin Dourstone, one of the mine owners.

Erwin Blackwind |

Erwin is as ready as he can be. Background is just a bit lacking since felt lazy with it. Could maybe improve it by bounds-and-leaps if needed.
Otherwise I dont know. It might take a bit more work if we get the additional book as plus on the gameplay-> S&W Player Companion

Artemis Atredies |

Slightly off topic, but I was searching the internet and just as I suspected just like 1st edition many people have created their own variations and house rules.
That for me was one of the elements that I missed once everything became covered in the mechanics.
I found this link
And even found the full pdf of this persons house rules.

DundjinnMasta |

The biggest problem with S&W variants / house rules that I ran into was making sure it was for the Complete version as opposed to the basic White Box version. I need to check the above links but I likely already seen them. As I said I have been obsessed with retroclones in the recent past and have scoured the internet for resources for them. I currently just started a tabletop game using Adventurer Conqueror King to run "Wrath of the Righteous" beginning with the old Paizo 3.5 module "The Demon Within" we did our first session last night. Was pretty interesting... half of the demons I had to convert from S&WE anyways!

Artemis Atredies |

Erwin is as ready as he can be. Background is just a bit lacking since felt lazy with it. Could maybe improve it by bounds-and-leaps if needed.
I guess we could ask the DM about cooperation in backgrounds, you know things like: who knows whom, through what/where, for how long...Do we like each other, etc....

Koross |

Sorry been a bit busy work and life-wise.
On the question of possible connections, only Artemis and Ty have backgrounds.
It's possible Artemis and Koross ran together on the streets before Koross was taken away to the Monestary.
Also, Ty could have been one of the older kids bullying Koross...
Recognizing each other after 15 or so years.....could happen :)
Profile finished with Background, Appearance and Personality.

DundjinnMasta |

If you guys want to fill in some extra background to make the characters connect more that is fine with me.
I'll have to get back to Gnobby because Sheriff Cobbin isn't exactly a straight arrow. He likely wouldn't even be jailed if there was bribery or a higher up involved. I'll connect Gnobby with Neff.

Logan1138 |

Well...I need to go ahead and withdraw from this game.
Unfortunately, I sometimes get excited by a really cool sounding campaign and forget that I do not enjoy the process of Play-by-post gaming. I just need to admit that I probably won't be around for the long haul on this game so it would be better to acknowledge that right now and bow out before things get going.
Have a great game everyone!
Logan1138 aka "Ty" Darkmoon.

Artemis Atredies |