Pre-PREAMBLE: Welcome to Diamond Lake!

"In a sullen mining town called Diamond Lake, cultists beholden to the Way of the Ebon Triad walk widdershins around an ancient pool, chanting time-lost rituals to summon a tripartite god. Three days to the south, where the hills meet the fetid shores of a great swamp, a tribe of lizardfolk gathers to raid a human fortress, whipped into frenzy by a zealous black dragon. The hills crawl with undead creatures infested with wriggling green worms. Hulking abominations in the distant Rift Canyon undulate with paroxysms of near-forgotten obedience to a long-absent lord. They sense with excitement the impending return of their wicked sovereign. Kyuss stirs in his prison outside reality. The Age of Worms is at hand!"

The Age of Worms Adventure Path is a complete Dungeons & Dragons campaign that will take your adventurers from the down-and-dirty days of 1st level to the heights of power at 20th.

Run by the DM Eanwulf.
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Pre-PREAMBLE: Welcome to Diamond Lake!

Post by Eanwulf » Thu Aug 13, 2009 8:28 pm

Image 'œSince the beginning of history, humanity has measured time in Ages. Ages of Glory, of Dreams, and even of Great Sorrows mark the human tally of years, giving a sense of order to the events of past centuries. But one age has yet to occur '€" an age of darkness, of decay, and of writhing doom. Witty bards and wrathful preachers know it as the Age of Worms, weaving it into the peripheries of their passion plays as a mythic era of destruction that could begin at any time. Astrologers, diviners, and the servants of Fate know more. The canniest among them fear that the Age of Worms has already begun.'

Players have begun their adventuring careers in the lively mining town of Diamond Lake, a muddy smudge on the map of the hills east of the fabulous Free City of Greyhawk. Diamond Lake's inhabitants are predominately miners and laborers, serious folk who spend most of their lives toiling below ground. When not working, the miners celebrate along the Vein, a seedy road lined with alehouses and brothels. Overall, the village is a sooty, sullen place prone to unpleasant bursts of violence and passion. But Diamond Lake holds plenty of opportunities for adventure, for the uplands surrounding the town are rife with the ancient tombs and burial cairns of long-dead cultures.

Idle chatter around the village speaks of a trio of richly dressed adventurers who frequent the taproom of the Feral Dog, Diamond Lake's most notorious tavern. The confident heroes of Greyhawk spoke of hard-won battles on their journey to Diamond Lake, and of their intention to explore the long-abandoned Stirgenest Cairn on the lake's distant southeastern shore. Most Players, being natives of Diamond Lake, know that cairn is oft explored by the community's youth, who always find it completely empty of marvels and perfectly harmless.

Not so another cairn within a day's ride of the village. This cairn lies near an iron mine that went dry about 50 years ago. The mine's charter lapsed when its manager died a few years later. Situated in a sort of no-man's land, the cairn was all but forgotten, its yawning entrance overgrown with weeds and choked with debris. Rediscovered by a curious teenage a decade ago, the cairn has since been a sort of community secret held by Diamond Lake's youth, who dare each other to disappear into its cyclopean entrance to prove their bravery. Occasionally, when the wind is just right, haunting, almost magical tones emerge from the depths of the forlorn tomb. Those who know of its location call it the Whispering Cairn.

If adventurers from the Free City expect to discover hidden passages and riches within the Stirgenest Cairn, it stands to reason that the Whispering Cairn might also hold a genuine opportunity for profit. In the rough-and-tumble mining village of Diamond Lake, where desperate folk slave in dank tunnels to profit wealthy masters, an opportunity for profit is an opportunity to escape.
GREETINGS ALL! I primarily wanted to take the time to help you all get a feel for WHERE you are at the beginning of the adventure, as well as WHAT has happened to cause you to actually start your life of adventure. Let me also take the time to say WELCOME ABOARD EVERYONE! I hope that we all have a fun ride and look forwards to our time together. There is no need to reply to this post, merely read it and enjoy! Thank you all for participating and rest assured that there is definitely much more to come!
Last edited by Eanwulf on Sun Aug 30, 2009 10:50 am, edited 1 time in total.
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Diamond Lake

Post by Eanwulf » Wed Aug 19, 2009 7:45 am

A Brief Summary of Diamond Lake

Diamond Lake crouches in the lowland between three hills and the lake itself, a splotch of mud, smoke, and blood smeared across an 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 a few exceptions, those living north of the Vein enjoy a much better life than the wretches living below it.

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 it its excitable, irregular heart.
Image
Diamond Lake (small town):
Conventional; AL N

Population:
1,023; Isolated (96% human, 2% halfling, 1% gnome, 1% other races)

Assets:
40,920 gp; 800 gp limit

Authority Figures:
Governer-Mayor
Lanod Neff (human male fighter)

Mine Managers
Balabar Smenk (male human rogue)
Chaum Gansworth (male human rogue)
Ellival Moonmeadow (male elf bard)
Gelch Tilgast (male human expert)
Luzane Parrin (female human rogue)
Ragnolin Dourstone (male dwarf expert)

Sherriff
Cubbin (male human fighter)

Garrison Commander
Tolliver Trask (male human warrior)
Last edited by Eanwulf on Wed Aug 19, 2009 8:13 am, edited 1 time in total.
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Map Key

Post by Eanwulf » Wed Aug 19, 2009 8:41 am

The Who's Who of Diamond Lake

The following entries show most of the more important locals and inhabitants of Diamond Lake. Feel free to refer back to the previous post that includes the detailed map to see where they might currently reside.
Governor-Mayor Lanod Neff: a leech of a man, he continually seeks power while trying to keep the mine managers in line
Location: 30, Neff Manor
Profession: Governor-Mayor of Diamond Lake

Sheriff Cubbin: A man known throughout Diamond Lake as a corrupted man and an alcoholic. Recruited personally by Neff after being led by him during his time as Watch Captain.
Location: 6, Sheriff's Office
Profession: Sheriff

Deputy Jamis: Sheriff Cubbin's right hand man. Lead's the 6 thugs that comprise the constabulary
Location: 6, Sheriff's Office
Profession: Deputy

Captain Tolliver Trask: Aging Garrison Commander, concerned with the defense of Free City, Diamond Lake happens to be near his important work. Respected within the community even though he encourages his subordinates to stay out of the town's affairs.
Location: 12, Garrison
Profession: Captain

Merris Sandovar: Chief Scout of the Garrison, trained within the Bronzewood lodge, disgusted at the damage caused to nature by the mines, and to his home town by the politics of Balabar Smenk
Location: 12, Garrison
Profession: Garrison Chief Scout

Dobrun Trent, Mikkela Venderin, Trovost Skunt: Lieutenants of Captain Trask, he leads a third of the Militia (20 soldiers each)
Location: 12, Garrison
Profession: Militia Lieutenants

Dietrik Cicaeda: Chief Cartographer of Diamond Lake, he is the sole authority regarding issues of land ownership within Diamond Lake. He is a close friend to Captain Trask
Location: 12, Garrison (out of reach of the manipulative hands of the managers)
Profession: Chief Cartographer

Vulgan Durth: One of the richest men in Diamond Lake, though barely known by the residents of the town. He runs the town's single smelting house with precision, which requires his near'€"constant supervision, which could explain his seclusion. His operation caused the contamination of the lake.
Location: 28, Smelting House
Profession: Chief Smelter

Durskin: The sole sailor in the town's fleet, he commands the SS. Ferry. He'll ferry up to 6 people upon his flea infested, urine smelling, dingy sloop across the Diamond Lake, which takes about 30 minutes.
Location: 20, Old Piers
Profession: Retired marine, Captain of the town's ferry
The Emporium (1): The first floor houses a 'œGallery of Science', in which oddities of nature may be viewed for 3 coppers. For 3 silver, patrons can access the upper floor which houses a large gaming hall, an exclusive entertainment club, and the infamous Veiled Corridor where any pleasure may be obtained.
Proprietor: Zalamandra, a charismatic young madam who does not tolerate blackmailers among her staff, nor fighting among her patrons.

Lazare's House (2): A cozy gaming parlor that exudes a quiet sense of class. The high prices keep the riff-raff out, making it a haven for visiting dignitaries and Diamond Lake's upper class. Dragonchess is the premier game and a set can be rented for 2gp. Most regulars will only play someone if they own their own set, costing at least 50gp.
Proprietor: The serene Lazare was once a dragonchess champion in Free City. Using his winnings, he bought a mine in town, but was bankrupted within 3 years.

Feral Dog (3): The busiest, sleaziest tavern in the Vein's central square. Cheering laborers can be heard every night from the street, as they bet over the dog fights held within the bar's pit arena.
Proprietor: Unknown, but Kullen the albino half-orc bartends most of the nights

The Hungry Gar ( 8 ): The head chef claims the Hungry Gar serves the finest meal on the Vein, he is mistaken.
Proprietor: Guld Tortikan, a soft spoken man who thinks highly of himself and his food.

The Midnight Salute (14): A by-the-numbers house of ill repute caters to the garrison crowd and anyone seeking less exotic experiences than those offered by the Emporium. The workforce is told by the owner to be discreet and proper.
Proprietor: Purple Prose, a ravishing elf who stays aloft of the political turmoil of Diamond Lake

The Spinning Giant (15): A raucous two-story tavern that caters to the garrison soldiers of the town.
The large, free-standing, circular center stage is the most prestigious musical venue in town. The regular patrons frown upon the poor (such as miners) and the constabulary from visiting this establishment.
Proprietor: Vondoch, a near ancient man who has seen and heard most of what has gone on in Diamond Lake over the years. Whether he'll remember it is another story.

The Rusty Bucket (25): A popular restaurant, which used to specialize in fish, now serves a land based menu due to the degrading of the lake.
Proprietor: Chaum Gansworth, also one of the predominant mine managers

Able Carter Coaching Inn (21): This satellite inn of the Free City's Able Carter Coaching Company, has a fleet of horse drawn coaches. Rooms are rented out for 1gp a night, while stable services a 5sp a night. Guards can be hired to travel with a coach for 5gp per day.
Proprietor: Daveth Care, a once rising star within the Able Carter Company, he resents the five years he has been posted here, but he still believes one day he'll be re-assigned.
Jierian Wierus: His sermons appeal to a common man's virtues and values while preying upon their fears and superstitions. His creed is common sense, honesty, and self-sacrifice. Penance can be obtained by self flogging and other acts of self-mortification. He has a following of 150 villagers.
Location: 4, Church of St. Cuthbert
Profession: Cleric of St. Cuthbert

Hameneezer: He oversees the day-to-day affairs of the church, while Jierian prepares his sermons for his three weekly ceremonies. Purchases of blood soaked clothes and healing agents are available from him at most times.
Location: 4, Church of St. Cuthbert
Profession: Cleric of St. Cuthbert

Valkus Dun: A serious leader of the Chapel, he urges others to make a difference in the community.
Location: 12, Chapel of Heironeous within the Garrison
Profession: Cleric of Heironeous

Velias Childramun: Aging priest of Heironeous, tends to the wounded of the world
Location: 12, Chapel of Heironeous within the Garrison
Profession: Cleric of Heironeous

Nogwier: Proponent of the Old Faith, preserver of a near-extinct way of life. Occasionally sends out parties to help a traveler from some natural menace, but is just as likely to warn them to stay on the roads and let nature take care of itself
Location: Bronzewood Lodge
Profession: Follower of Obad-Hai
Taggin: A middle age store owner, he stays out of the affairs of all of his customers
Location: 7, General Store
Available Stock: Most common adventuring gear, can special order which takes about a week

Tidwoad: A cantankerous, gnome jeweler, hailing from the gnomish community Grossetgrottel, several days to the north.
Location: 5, Tidwoad's Jewelers
Available Stock: Gems and jewels, he'll exchange gems for coins and purchase other non'€"gem valuables.

Tyrol Ebberly: A severe-looking man, once a watch captain in Free City. He is fanatical about his weapons and always shows off his handy work with enthusiasm.
Location: 16, The Captain's Blade
Available Stock: Weapons, with a large assortment of Masterworked ones. Anything over 900 gp in value can be ordered and had in hand in 7 to 9 days

Venelle: A curious woman, she has a touch of elven blood about her. She crafts masterworked bows and arrows, and deals in armor imported in from Free City. She is a friend of the Bronzewood lodge and all those who hail from there.
Location: 17, Venelle's Fletcher Shop
Available Stock: Any bow and Mastercrafted bow, or armor of 900 gp value or less. More expensive items can be ordered and received in 9 to 11 days

Manlin Osgood: A balding man with a walrus-like mustache, is coarse but polite. His quality of work is the envy of lesser smithies in the region.
Location: 27, Osgood Smithy
Available Stock: Master worked armor and household items like tools and canteens

Benazel the Alchemist: A talkative chemist from Free City responsible for the alchemical rituals and reagents necessary for the smelting of the cities ores.
Location: 28, The Smelting House (He is located on the first floor in a tower in the NW corner)
Available Stock: A variety of potions, oils, and elixirs
Balabar Smenk: This man lords his political clout over everyone. He has wrestled four mines into his possession within the last 10 years. Rumors abound of his connections with various players within Free City. The first mine under his control and the start to his rise was the Deepspike Mine (12), which later was closed and sealed off after the last of the ore was removed.
Location: 10, Smenk Residence
Profession: Mine Manager

Chaum Gansworth: The youngest manager and the most cautious mine manager in Diamond Lake. His favorite place to visit is Lazare's house, where he often places Dragonchess with Luzane Parrin. Rumors abound of the romantic nature of their relationship. Currently owning three productive mines, at one time he was almost run out of the industry by Gelch Tilgast.
Location: 24, Gansworth Residence
Profession: Mine Manager

Ellival Moonmeadow: Known as 'œThe Prince' at Lazare's gaming parlor. Keeps his affairs and silver mine out of the politics of Diamond Lake
Location: 26, Moonmeadow Residence
Profession: Silver Mine Manager

Gelch Tilgast: This aging man once held the reins of the town's ore market 10 years ago. When Smenk arrived, he was to slow to prevent his arise in power, resulting in his own decline. Only through connections with managers outside of Diamond Lake has he been able to remain a player in the game.
Location: 19, Tilgast Residence
Profession: Mine Manager

Luzanne Parrin: Inheriting a once proud legacy of the wealthiest managers in town, she has faltered in the last decade due to low mine yields. Compounding the problem was the loss of her husband two years ago. One sign of decline was the firing of her manor's staff. Then she had to sell her manor, which ended up in Smenk's hands.
Location: 22, Parrin Residence
Profession: Mine Manager

Ragnolin Dourstone: 50 yrs ago he established himself within Diamond Lake after moving in from the dwarven stronghold of Greysmere. He has been successful over the last half century, starting several mining operations in the area. Being one of the more responsible managers, he has been the most successful at maintain his powerbase against the advances of Smenk.
Location: 35, Dourstone Residence
Profession: Mine Manager
Allustan: Known as the 'œSmartest Man in Town', has great interest in the cairns surrounding the town
Location: 18, Allustan's Residence
Profession: Wizard

Galuth Grobadore: Hailing from the dwarven community of Greysmere, he is the current councilor within Diamond Lake. He oversees the purchasing and shipment of raw iron ore that contains a unique color prized by the artisans and metalworkers back home.
Location: 23, Greysmere Covenant
Profession: Foreign Dignitary

Gar Blitzhame: A dwarven transmuter, Gar is in Diamond Lake looking for his cousin, against the command of his uncle Dulok Blitzhame. His uncle currently resides in the dwarven stronghold of Greysmere, but was until recently a representative of the dwarves in Diamond Lake.
Location: 23, Greysmere Covenant
Profession: Unknown

Bitris Ruthek: A councilor hailing from Greysmere, he is currently out of town on business in Elmshire. His return time is unknown.
Location: 23, Greysmere Covenant
Profession: Foreign Dignitary

Rontabont Mur: This copper miner hailing from Blackstone is in town on unknown business. Talk of his boorish behavior, whining, and critical manner is heard throughout town.
Location: 21 Able Carter Coaching Inn
Profession: Miner

Fester Trollump: A local trapper who specializes in badger pelts.
Location: 21, Able Coaching Inn when he is in town
Profession: Trapper

Sir Henway: A Free City noble. He frequents the Inn at least twice a year and on the occasions he is seen talking with Fester Trollump.
Location: 21, Able Coaching Inn when in town, else Free City
Profession: Noble

Pa Curlyfoot and Party: These 7 vacationing merchants have been the talk of the town. Have stayed here already for two weeks, villagers have begone to suspect that some halfings are leaving back to Elmshire and being replaced by another. The large Pa though is always seen around town with money in hand.
Location: 21, Able Coaching Inn or Elmshire
Profession: Merchant
Last edited by Eanwulf on Wed Aug 19, 2009 7:56 pm, edited 1 time in total.
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Beyond Diamond Lake

Post by Eanwulf » Wed Aug 19, 2009 8:58 am

Diamond Lake's Hinterlands

Beyond the streets of Diamond Lake is a jagged expanse of wilderness. Wandering bands of militia patrol the region, keeping it mostly safe for the merchants, pilgrims, and travelers heading to and from the Free City. The following locations, while techni¬cally outside the town limits, play important roles in local affairs.
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 ancient cairns, seeing them as monuments to great ancestors of the invisible past. Although modern humans displaced the native druids during great migrations over a thousand years ago, pockets of indigenous architecture and culture remain. Foremost among these near-forgotten practices is veneration of Obad-Hai, the Shalm, 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 northeast of Diamond Lake, at an ancient megalithic structure called the Bronzewood Lodge. Devotees of Ehlonna 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 (male human cleric of Obad-Hai), an aged proponent of the Old Faith who strives to keep the focus of his community on preservation of a near-extinct way of life and away from anger at the Free City and its operatives in Diamond Lake, whose 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 (female human cleric of Obad-Hai) 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.
A few hundred years ago, intrepid explorers discovered a fantastic cache of priceless artifacts entombed in one of the hundreds of ancient burial complexes hewn into the crags surrounding the Free City. The trove attracted legions of treasure-seekers to the Free City (then a mere trading post), and unbelievable wealth plundered from the tombs. The wealthiest explorers became the city's first nobility, and the Free City quickly became associated with easy wealth and fabulous archeological artifacts from long-dead civilizations that appeared to predate the emergence of gnomes and dwarves in the region. But the wealth didn't always come easy, as many of the forlorn tombs provided deadly surprises in the form of bound demon guardians, relentless constructs, and ingenious magical wards and traps. The hilly lands surrounding the City became known as the Cairn Hills, and the hunt for lost treasure became an important part of the region's cultural heritage.

But the treasure didn't last forever. Eventually, the cairns dried out, and unplundered tombs became more and more difficult to locate. Every decade or so a lucky explorer managed to strike it rich, but even more came away from their endeavors with nothing more than broken ankles and clothes singed by the fires of ancient protections. Several vanished entirely. Over the years, the Cairn Hills began to lose their allure, and the City fell upon difficult times.

Although abandoned cairns host no few bandit troupes and savage humanoid enclaves, two nonhuman communities play an important role in the Free City's economy, so much so that they impact even the remote mining town of Diamond Lake. These are the gnome warren of Grossetgrottel and the dwarven stronghold of Greysmere.

Three days (by coach) northwest of Diamond Lake, the Cairn Hills Trail enters a region of steep crags pocked with natural caverns. Five of these caverns lead to an interconnected series of gnome villages called Grossetgrottel. The gnomes of Grossetgrottel specialize in rare gems rescued from the subterranean depths, but each of the five villages focuses on a different trade or specialization. All told, some 800 gnomes call the place home, though about a quarter as many 'œexpatriates' live in the Free City itself or in the mining towns surrounding it. Able gnome wardens and gem-encrusted constructs stand vigil over the surface entrances to each community, and non-gnome visitors are subject to the legendary gnome suspicion.

South of the immense Mistmarsh, the Cairn Hills jut up to become the Abbor-Alz Mountains, and in a tight valley stands the imposing dwarven fortress of Greysmere, its impressive stone-carved facade reflecting in the still waters of a placid mountain lake. Tall mountains completely surround the valley, making the citadel one of the most easily defended locales in the region. Unusually for the dwarves, Greysmere stands open to all visitors, who are welcome in the enclave's upper markets and vast, agoraphobia-inducing galleries. More than 400 dwarves dwell within Greysmere, under the guidance of Fionor the Rude (male dwarf fighter), a downright mean little fellow who invites all new guests to his dinner table in hopes that they might provide a moment's entertainment. Despite his boorishness, Fionor respects those who command respect, and is a trustworthy friend.

Far less welcoming are the brooding inhabitants of the Cairn of the Green Lady, a reclaimed tomb on the opposite shore of Diamond Lake itself. Cloaked in robes of green and quick to threaten outsiders, these two-score devotees of the death goddess Wee Jas honor a fallen saint of that deity with mournful prayers to departed spirits and mysterious explorations of the hills nearby. They base themselves in the tomb of this departed servant of the Dark-Eyed Lady, whom they believe died during a great migration of humans across the treacherous hills more than a thousand years ago. Diamond Lake's Governor-Mayor Lanod Neff trusts the cultists only because they protect the town's boneyard from the sinister attentions of the community's most depraved residents. The order's leader, the enchanting Amariss (female human cleric), is always on the lookout for new recruits.
About two hours north of Diamond Lake, a towering crag called the Griffon'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 (female human monk), 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, grants any who gaze upon it a +10 bonus on Profession (astrologer) checks made 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 contemplation, 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 Griffon'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 Free City. 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.

NOTE: Monks of the Twilight Monastery are devoted to the Baklunish Deity - Xan Yae, whereas Izenfen's silent killers most likely honorate Zuoken, a demi-god in Xan Yae's service.
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Title: The Grey
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Known Locations

Post by Eanwulf » Wed Aug 19, 2009 8:10 pm

Places the Party Knows

Listed below are key locations that your party members are known and/or associated with and thus have greater knowledge about. They should be quite apparent, but in case not.
Moonmeadow Residence
The Chapel of Heironeous, The Garrison
The Feral Dog, The Rusty Bucket
Greysmere Covenant, The Garrison
Locations
Location: 23
Three prominent representatives of the dwarven stronghold of Greysmere, many days south across the treacherous Mistmarsh, live in this sturdy brick and timber structure. Greysmere imports some of the raw iron ore unearthed by local humans, as it bears a color prized by the most skilled artisans and metalworker of the dwarven clans. Dulok Blizthame (male dwarf expert) leads the delegation with straight talk and cunning pragmatism. Governor-Mayor Lanod Neff frequently invites the dwarves for meals and parlor discussions, and Blitzhame in particular shares a strong friendship with Ragnolin Dourstone, from whom he gets most of the ore exported to Greysmere. The other councilors, Galuth Grobadore (male dwarf expert) and Bitris Ruthek (female dwarf expert) spend much of their time representing the interests of Greysmere in neighboring communities. The councilors' busy work requires a cadre of assistants and underlings, providing a perfect reason for a dwarf player to be in Diamond Lake.
Location: 26
Unlike the other mine managers of Diamond Lake, Ellival Moonmeadow manages only one mine for the directors of the Free City. He has no aspirations beyond his current holdings, and seems oblivious to the machination of his rivals, which he has survived for more than a century. Moonmeadow owes his longevity to a keen intelligence and a reclusiveness that offers few chances to become embroiled in local affairs. The only thing that brings him into the public eye is dragonchess, and even then he plays only with opponents of challenging his instinctive, complex style. The blond, well-dressed elf rarely consorts with humans at all, preferring the company of six gray elves (male and female elf fighters) who also hail from his homeland, the distant realm of Celene. These agents serve as Moonmeadow's confidants and protectors, constantly on the watch for trouble even when relaxing, always within arm's reach of a weapon. Decades younger than their master, these elves mix more readily with the folk of Diamond Lake, occasionally visiting the Emporium's opium parlor, Lazare's House, or Venelle's. Conversation with them leaves one with the impression that they think they're here on a temporary assignment; that Moonmeadow's silver mining operation is merely a pretense for his presence in the region. If that's true, it's a ruse that's been going on for more than a century, for the elf has lived in Diamond Lake longer than any current resident.

Moonmeadow's sprawling manor surrounds a central courtyard containing a meditation garden, an ostentation of peacocks, and two green-and-brown-pelted cooshees named Kanemar ('œHonorable Eagle') and Tatae ('œBeloved Fox'), mated elven dogs who have accompanied their master since his days in Celene. A private covered dock leads to a slim boat capable of crossing the lake in 20 minutes. Swan motifs decorate the swift vessel. An elven player character might begin play as an assistant to one of Moonmeadow's lieutenants, an out-of-the-loop young elf charged with the inglorious duty of maintaining the swanboat and keeping it scrubbed of the lake's odious pollution.
Location: 12
Most of the guards and soldiers serving in the Diamond Lake garrison honor Heironeous as the patron of justice and martial prowess. The Invincible One's temple is little more than a large high-ceilinged chamber within the garrison itself, but it boasts the second largest congregation in Diamond Lake, as well as one of the village's most dynamic personalities in the form of its high priest, Valkus Dun.

Dun came to Diamond Lake two years ago, after the previous high priest vanished under mysterious circumstances. Local gossip holds that Dun once had great prospects in the Free City's immense Sanctum of Heironeous, but that politics saw him exiled to an assignment in squalid Diamond Lake. Nevertheless, Dun took to his assignment with zeal, and the weekly services have taken on an activist spirit. While the garrison commander urges his charges to stay out of local affairs, Dun instills in them a duty to the villagers and urges them to make a difference in the community. The resulting tension, between the garrison commander Valkus Dun as well as between the Heironean soldiers and the disreputable elements of Diamond Lake (which is to say nearly all of them), is palpable.

A massive wall fresco of a mythic battle between perfect Heironeous and his traitorous half-brother Hextor looms over the chapel's bronzewood altar. The holy image is lit by dozens of guttering torches at night and by several stained-glass windows during the day. Weekly services exhibit a great deal of fraternity and sober, harmonic hymns. They are open to the public (presenting one of the rare chances for non-military folk to sneak inside the garrison), but are dominated by soldiers and guards.

Valkus Dun (male human fighter/cleric) is a tall, handsome man with dark brown hair and long sideburns. His strong brow gives him a serious look at all times. He's almost never seen without his full plate armor and twin swords '€" one a mighty bastard sword (his favorite) and the other a longsword rumored to bear a potent magical enchantment. Despite his generally serious nature, Dun is quite friendly and likable. He and Jieran Wierus, the Cuthbertine prophet, share several opinions about improving the city but can't stand each other's company.

Velias Childramun (male human cleric), an aging priest who has lived his whole life at Diamond Lake's garrison, handles most of the healing needs of the complex and sees to the occasional pilgrim seeking the soothing balm of Heironeous. Childramun makes an effective father figure for PC clerics of Heironeous or paladins, and will heal such characters for free provided he has the spells available to do so. Friends are, of course, expected to make a donation to the chapel in exchange for healing services.

Melinde (female human paladin), is a charming young warrior priestess who hopes one day to run the Diamond Lake chapel. She is in no hurry to assume the mantle of responsibility, however, and for now is content to act as Valkus Dun's closest personal advisor. She spends most of her time training with the soldiers in the garrison's courtyard, and has a reputation as an excellent swordmistress. Melinde excels at the game of dragonchess, and whiles away her free time at Lazare's House, where she takes on all challengers. She craves excitement, and might offer her services to a party of adventurers looking for another sword arm or some extra healing. The red-headed woman wears white and blue robes over a slim suit of chainmail.
Location: 3
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.

A gang of criminals indentured to an unknown owner casts a broad shadow over the Feral Dog's squalid taproom. The patrons know from experience to respect the word of Kullen (male half-orc barbarian), the silently seething albino half-orc who leads the motley band with little tolerance for insolence and a powerful backhand.
Location: 12
Centuries ago, long before the foundation of the Free City, a petty lord commanded the shores of the lake and the nearby iron ore and silver mines from a sturdy hilltop keep. Today, the refurbished ruin of that keep serves as home to more than 60 members of the Free City Militia, soldiers tasked with patrolling the northern hills, keeping watch over the lizardfolk-infested Mistmarsh to the south, and liaising with halfling, gnome, and dwarf communities in the region.

A third of the soldiers are always out on patrol, a wide circuit of nearby roadways and wildlands that takes them away from Diamond Lake for a week at a time. Remaining soldiers drill, maintain the garrison, hunt, and familiarize themselves with local terrain.

The bored soldiers present rich mining ground for a cadre of clerics and paladins of Heironeous, who provide spiritual and magical aid to the warriors from a stately chapel within the garrison fortress.

Captain Tolliver Trask (male human warrior), the garrison's aging commander, distinguished himself in a recent war and has the respect of his charges and of the community at large. He cares little about the day-to-day politics of Diamond Lake, and encourages his men to stay out of local business. He sees his job as critical to the defense of the Free City. Diamond Lake is just something that happens to be near his important work.

He supports Governor-Mayor Lanod Neff out of respect for the political process that put him in power, if not for the man himself. He trusts three advisors more closely than any of his other associates. The Heironean chief cleric Valkus Dun (male human cleric) acts as Trask's spiritual advisor and foil. Trask's best friend is Dietrik Cicaeda (male human expert), the middle-aged Chief Cartographer of Diamond Lake. Cicaeda is the region's sole legal authority regarding issues of land ownership, making his journals and maps among the town's most valuable treasures. He and his work thus enjoy the official protection of the garrison's walls and soldiery, and remain safely locked away from the town's manipulative mine managers. Chief Scout Merris Sandovar (male human ranger), lately of the Bronzewood Lodge druidic community three hours northeast of Diamond Lake, rounds out Captain Trask's inner circle.

The complete garrison force consists of 60 soldiers (24 1st-level warriors, 24 2nd-level warriors, and 12 3rd-level warriors). Militia members typically wear leather or chainmail armor and carry a longsword or shortbow. This force is divided into thirds, with each squad led by a lieutenant. These individuals have the ear of Captain Trask and the admiration of their charges. They are Dobrun Trent (male half-elf fighter), Mikkela Venderin (female human fighter), and Trovost Skunt (male human fighter), who exploits his authority with regularity and aplomb.
Location: 25
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 manager and owner of the Rusty Bucket. Gansworth rigorously pursues a neutral stance in all political dealings, afraid to expose himself to an enemy's treachery by making an overt move against one of the other mine managers. As a result, all of the town's major political players consider the Rusty Bucket neutral ground.
When Life Hands You Razorblades. You Make A Baseball Bat Covered In Razorblades!

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Eanwulf
Level 18 Elite
Level 18 Elite
Posts: 7226
Location: FL
Title: The Grey
User Class: Berserker

Bringing You All Into the Fold

Post by Eanwulf » Sun Aug 23, 2009 9:17 am

The Story Thus Far

Hopefully by now each of you has a better understanding of Diamond Lake and its Inhabitants. Let us now try to set the stage and bring your characters up to date on how it is that they came to be in the game. Please feel free to read all of the following entries as one of the other character's stories might wind up having something to do with yourselves!

Enjoy!
'œIt was whilst lounging around in some random tavern in Greyhawk that you first ran into the trio of richly dressed adventurers and overheard their intentions of heading to Diamond Lake in order to explore the Stirgenest Cairn. The three adventurers seemed to be confident enough in their findings that there were indeed riches to be had within the Cairn, though their assumed location seemed to be rather dubious. Having grown up in and around the region, you quickly knew the Stirgenest Cairn to be utterly empty of any marvels and perfectly harmless. Thus you soon dismissed the trio's endeavor as being nothing more than pure folly and continued on with your drinking. It wasn't until several pints of ale later that you finally began to remember the tales of the Whispering Cairn and its mysterious background.

That is when the tiny little gears in your head started moving!

Surely, the Whispering Cairn was definitely ancient enough, not to mention that it was also quite remotely located. The area around the cairn was likewise nearly deserted, the nearby iron mine having dried up several decades ago. From what you could recollect, there were really no one other than the local townsfolk's' children whom were ever rumored to have even ventured into the Cairn as well. The latter generally only on after being dared to enter the spooky cavern in the first place!

What if'¦what if'¦the very Cairn that the adventurers actually sought was NOT the Stirgenest Cairn, but happened to be the Whispering Cairn instead!


This has pretty much been your main motivation for trying to form a group of trusted friends and allies to accompany you and explore the Whispering Cairn. Simply put, you want to get rich and become famous; for oh so many reasons! You have already made friends with Arianna and she seems to like you well enough '€" why not exploit that a little! Besides her spells and knowledge will come in handy and she seems to need the distraction from trying to figure out how to free her brother from his droll life as a guard. That's one down!

Now you just need a little muscle. Wait a minute, what about Marak! That crusty old dwarf is already stuck in Diamond Lake and didn't he tell more than once already that he craved some excitement in his life? Why not give him some! Besides, he is really the only one that you can think of that really knows anything worth a hoot about the Whispering Cairn to begin with. After all, you've never actually BEEN there before yourself '€" just heard about it a time or two over the years.

Well you'll be damned, Marak is still tooling around with Brother Jonus and it looks like the preachy cleric has finally grown just as bored with Diamond Lake as you have! What's this, he wants to tag along as well? Well miracles never do cease to exist! Surely, having a battle-loving priest of Heironeous by your side isn't a bad thing '€" though he does seem to get a little detached and verbosely cerebral at times; mounting his high horse about the honor and glory of combat, vanquishing evil and what not. Oh well, it will just have to be a burden that you are willing to bear.

Now that you have a full crew of trustworthy allies, it is time to start exploring the Cairn itself. Not wishing to have any unwanted interference during the endeavor, you have been smart enough to try and see if the land rights to the iron mine near the Whispering Cairn are for sale. Arianna's mother has even been gracious enough to loan her daughter enough money to aid your group in this endeavor, as long as it is promised that the effort will indeed help her child (and thus herself) to be reunited with her brother, Arian.

The young wizardess has been discreet enough in her pursuits of purchasing the land rights to the mine, but sadly has run into a rather troublesome glitch. The local Cartographer has informed Arianna that the mine's previous owner, one Ulgo Fant, simply up and abandoned the mine some 50 years ago when it ran dry and left the township without a clue as what they should do with the property. The fact that Mr. Fant died (without an heir one might add) some time ago complicates the matter further, for there was no clue as to what he did with the actual deed to the property.

Nevertheless, you have not allowed this troublesome bit of news bring you down. After all, the local Cartographer (Dietrik Cicaeda) has been known to be a rather shrewd businessman, going so far as to even lie if the occasion should warrant such a reason to. Who knows, perhaps the old warthog is giving you the run around, perhaps not - either way you have vowed to find out for yourself! Having convinced Marak to aid you in the matter, you have formulated a rather ingenious plan that is devised to allow you the chance to sneak into Dietrik's deed-house and search through its contents for any signs of deed or mis-deed!
Ever stalwart and always ready for action, your thoughts up until recently were generally something along the lines of, 'œWhat the hell!? When is something going to happen here in this lousy godforsaken tick-turd of a town already!?' I mean come on, your current position as a guard within the Greysmere Covenant is hardly by any means '˜exciting'. Most of the time you wind up spending the days running around Diamond Lake, escorting some random charge to-and-fro town as they conduct some boring form of political negotiations, all supposedly in the sake of the Covenant's best interests. Every now and again, you even manage to sign up for the local garrison's 'œPatrol Detail' and wind up spending a rather uneventful week's time scouring the countryside in search of misdeed and unrest. Sadly, the most form of peril that you ever find is either that of a random wild beast running amok through the countryside or perhaps even a drunken individual(s) desperately seeking to stake their claim to glory and fame '€" usually in the form of claim-jumping and/or poaching. Alas, your life in Diamond Lake is not at all what you expected to be!

Don't get me wrong, you are grateful for even being able to have landed such a gig, especially after your rather profane outburst those all-too-many years ago back in Karakast. If not for your mother's influence, you would have surely been exiled to some other rat-infested hole of a village '€" most likely one where danger lurked around every corner and even you would wind up shuddering at the thought of ever leaving the wretched comforts of your infernal home. Thus is was, through your mother's dealings, you have managed to land the job as guard and protector to one Dulok Blitzhame, official representative of Greysmere to the free peoples of Diamond Lake. Bah, guard indeed! You spend most of your time protecting his lesser understudies and associates than you ever do Dulok himself! Once again, you can't really complain much you reckon; after all the money is decent, you get to spend time around your fellow dwarves, and you even get to enjoy the luxury of having your fair share of more-than-ample-amounts-of time off. Why is it then that you have grown so bored with your station in life? The answer is simple, you crave combat!


The thrill of the fray, the rush of excitement as you knowingly place your life on the line, all for the sake of what one might would call - a '˜simple' skill of arms. These are the things that truly motivate you and in turn have led to your recent acceptance of Kalen Shadowfoot's proposal to explore the Whispering Cairn. You have long since known the young halfling, and consider him to be friend enough '€" though you always find yourself checking your coinpurse, just out of habit, every time the two of you go your separate ways. For the most part Kalen seems to be just as bored as yourself, if not more so, when lounging about the various taverns of Diamond Lake. When he is talking about the Free City of Greyhawk however, the young lad seems to glow with an inner fire and zealousness like no other. The furry-footed lad spins such wild tales of excitement and adventure about his exploits within the city, that they even manage to bring a most welcome warmth to your cold, stony bones. You could really care less whether or not that Kalen's stories are indeed true, you just know that you would love to be part of any one of them!

It is for this reason that, when presented with the chance to finally do just that, you greedily accepted the halfling's offer to explore the Whispering Cairn. After all, the little guy seemed to have all of his facts straight, and even brought along another person to help you in the endeavor - though the little guy was foolish enough to even think about trusting an elf, no matter how attractive she might be! Nevertheless, you have agreed to aid Kalen in his quest and have fortunately been blessed with yet another week or so's leave. Among the first things that you have done was to inform Kalen of any and all stories about the Whispering Cairn that you might have collected over the twenty-some-odd-years that you have been stationed in Diamond Lake. The young rogue seemed to be pleased enough with your tales and quickly set about using the knowledge to his best advantage.

The next thing that you have managed to do was to convince a fellow comrade-in-arms just as bored as yourself with life in Diamond Lake, to join the cause - one Jonus Varro, cleric of Heironeous. Brother Jonus seems to be a warrior-at-heart, just like yourself - though it is swathed in the divine garb of righteousness and chivalry, concepts that you admire though could care less for right about now! The tall, muscular human is also imbued with feats of magic that can prove useful in your quest, especially if your craving for danger proves to be a tad bit too much! And thus it has come to be, the four of you have set your plans into motion. Look out Whispering Cairn, for here you come! Sadly, your group's efforts have reached a rather serious snag recently. Kalen has informed you that his original plan to purchase an iron mine located next to the Whispering Cairn has sadly gone sour. The little guy has even expressed a distinct mistrust of the chief cartographer's 'sincerity' in his claim that the mine not being for sale as well. This being said, Kalen has asked you to aid him in a little 'midnight rendezvous' at the cartographer's guild so that he might be able to check out the 'validity' of the chief cartographer's words for himself. Warily, you have complied with his wishes and now await the chance to spring your plan into action!
'Heironeous expects his followers to uphold the highest ideals of chivalry and justice and to treat adversity as a challenge to be met and overcome, just as evil should be overcome. The world is a dangerous place where those who fight for justice and who protect the weak and the innocent face a never-ending series of challenges. He encourages his followers to act honorably at all times, and to uphold the virtues of justice and chivalry with deeds, not just words.

'Those who face danger with certainty and calm will prevail against evil, so doth Heironeous advise.'

These are the words to live by as far as you're concerned and have spent the past 20 years or so trying to do just that!

Having been spoon-fed the eternal doctrines of Heironeous the Invincible ever since you were but a mere toddler by your rather firm but fair father - Aurelian Invictus Varro - you have spent the past two decades dedicated to the cause of ridding evil from the face of the world, all in the name of Heironeous. You've also managed to have a bit of fun in the process! Your life, prior to your arrival in Diamond Lake, was one spent enjoying the lap of luxury. You see, your father, Aurelian, is a minor noble within the Kingdom of Furyondy and you have enjoyed the privileges that accompanied such an honor. Before long you managed to graduate from the local monastery and grew into quite the pompous (and pious) acolyte of your sacred order. You reckon that your father must have sensed your rather carefree nature and decided to try and curb it as best he could '€" his actions coming in the form of relocation to the rather dreary town of Diamond Lake!


And thus it has come to be, you have spent the past three years serving as an acting priest of Heironeous under the ever-watchful eye of one Valkus Dun. A man very much like your very own father, Sir Valkus seems to be nearly obsessed with having his prefects interact with the townsfolk in order to try and get them to invest some of their time into actually trying to improve the city itself. In turn the head of your order has spent the past several years placing you through a rather rigid regime of religious ceremonies and practices design to do just thus. Honestly, the only true comfort that you have managed to enjoy over the years is that of the friendship shared with the aging priest, Velias Childramun. Brother Velias has spent his entire life in the sullen community of Diamond Lake and has even managed to become somewhat of a surrogate father figure to you, his general nature and demeanor being that of a rather compassionate individual. The elder priest seems to understand the restlessness you are experiencing as well as your rather unusual way of applying Heironeous' teachings to the world.
Most priests of Heironeous adhere to the rather rigid code of Lawful Good. You yourself are Neutral Good and simply wish to do good if at all possible. This can, at times cause conflict within the order as they feel that you allow yourself to unnecessarily become subjected to the outside influences of the world and therefore evil itself. In your mind, you cannot help but feel that there are definitely much more convenient and therefore alternate means of achieving the same goals as they do, i.e. ridding the world of evil by interactive deed and prose rather than simply slaying it at every chance with blood & steel. This in itself is the nature your father is trying to re-shape by sending you to Sir Valkus. Simply put, he wants to try and teach you discipline, discipline that he feels is mandatory to your cause. So far, it hasn't worked very much.
Brother Velias has proven to be rather sympathetic to your restlessness over the past year or so, allowing you the chance to join whichever weekly patrol the garrison sends out at your leisure. He has even gone so far as to allow you the chance to take time off from the order as needed, in order to go out and interact with the people of Diamond Lake. The old man's reasoning and intentions are rather clear, he wants to give you the chance to grow as an individual, as well as to experience the things that his rather cloistered life has denied him. Ever grateful, you have taken him up on his rather gracious offer and spend much of your time out and about the streets of Diamond Lake. Over the years, you have made friends with a rather gutsy dwarf by the name of Marak Weraten. A fellow member of the local garrison Marak has proven to be, simply put, a kindred spirit. The dwarf, much like yourself, has been sent to Diamond Lake by someone's wishes other than his other and has spent his days within the smoke-filled town longing for something more dramatic to come along.

Imagine the both of your surprise when that 'something' finally came along, in the form of a sullen-looking halfling no less! Fate would have it that it would appear that one of Marak's closest friends, a rakish little halfling by the name of Kalen Shadowfoot, had actually stumbled upon a most interesting discovery. The young halfling had, by whatever means roguish types do, stumbled upon the plans of a trio of adventurers whom planned to come to Diamond Lake in order to try and stake their claim to riches and fame by exploring the nearby ruins of Stirgenest Cairn. The young rogue went on to state how the absent-minded adventurers had gotten their facts wrong and the real cairn that they wanted was the Whispering Cairn - the very same one you heard tales of the local townsfolk's children daring each other to spend the night in. Kalen then went on about how each of you should form a party and go check out the Whispering Cairn for yourselves, staking claim to the riches and fame that the other group so desperately sought.

The idea appealed to you greatly at first, though the concept of stealing another man's wealth left a bad taste in your rather pious mouth, and it wouldn't be very long before you had finally accepted Kalen and Marak's offer to join. Thinking back upon it now, you can not help but think that the final factor in your decision had something to do with the rather attractive elven wizardess that Kalen had brought into town with him from Greyhawk - Arianna Keribrar was her name you think. Delicate features, exotic beauty, and an understanding of the world and her surroundings well beyond your years, you can not help but have the slightest of crushes upon the fair maiden. Never fear however, for you shall not allow this infatuation to cloud your judgment, or at least you hope that it won't, and you have vowed to make sure that everyone is well protected during their endeavors in Whispering Cairn.

Recent events have seemed to hinder the party's progress and Kalen has informed the group of a plan that he has devised to try and rectify the situation. It would appear that the tiny rogue shows a strong desire to actually break into the chief cartographer's office in order to try and find some form of property deed. You have forbidden the act, citing a plethora of reasons why it wasn't right. Upon further debate, you have finally succumbed to the rogue's wishes under the pretense that he will neither harm anyone during his endeavor and shall NOT steal anything within the cartographer's office - merely peruse through the files and see if he can prove Dietrik wrong!
Although you were born in Enstad, located in the Elven Kingdom of Celene, you grew up in the secluded woodlands of the Welkwood and Gnarley Forest. There, the Solonesti are few, but your father Korvan Solon, didn't care. He is a fast friend of the Sylvan-folk. You live for music, good red wine, fast friendships, and the joy of finding an undiscovered pleasure. Your mother Sylvanna is the same way. Before you left your wooded home to travel to the Free City of Greyhawk, she taught you to embrace life like it was a lover in need of a full-blown hug. Your father however, raised you in a totally different fashion. His ways were much more stern and disciplined, learning the ways of magic and studying the rich history of your people. Simply put, you were raised to be better than others. Your father Korvan and, through his influence, your mother Sylvanna knew no other way - for you are the true heirs of Oerth and the line of Solonesti, the noblest of all the Olvenfolk. It is both a blessing and a burden to have such hallowed blood flow through your veins.

Long have you always loved to follow the beasts that climb and leap through the high boughs of the forests near your home in Celene. There amidst the great trees of the Welkwood, you learned to live close to the stars. You like to think of yourself as a poet and a scholar of music. Your early studies, as your father would have, focused on the Gray-elf and Sylvan-elf heritage, but you have now started studying the more practical applications of the arcane arts. You love to travel, especially in the wild, and you have resolved to chronicle your journeys in both song and prose. It is for this reason that you left your school in Greyhawk and now seek an adventure worthy of lore. It is your hope to stake a place in the rich history of your people. Your sister Mara has predicted your fame, and you are sure that your winding journeys will prove her visions true.

You were schooled in the City of Greyhawk, sent there by your father in an attempt to strengthen the ties between man and elf. An old, cosmopolitan port situated near the confluence of the Selintan River and the Lake of Unknown Depths (Nyr Dyv), it is often called the 'œGem of the Flanaess.' Myriad cultures characterize this lively harborage, a place where a one-block stroll might mean meetings with tribesmen bearing a dozen different banners and speaking as many tongues. There in Greyhawk, you spent many years studying the ways of magic, both giving and taking whatever secrets you had learned with your peers. During this time, you heard word of your twin brother Arian and of his dispute with your father. It would appear that the young elf had shown no desire to follow in the ways of his people, choosing the path of the sword over that of the one of tome and knowledge. Furious that his father did not share his passion to choose his own path in life, Arian acted rather rashly and left his homeland in the Welkwood, signing on full-time as part of a guard detail destined for the town of Diamond Lake. There he has spent over two decades serving as a lowly guard within a rather pointless mining community, desperately longing to return home '€" his hasty decision haunting him these many years.

You take pride in your Gray-elven roots, and walk proudly among any people. Yet you are most comfortable in the wilds, as if you could remember and feel the same passions that drove your father to the frontier of eastern Celene. It is your dearest wish and chosen purpose to serve the Lords of both Celene and Greyhawk. You hope to lend your skills as a spell-caster to each of their causes. First, however, you shall embark on a journey to find a way to free your brother of his ethereal shackles!


During your time in Greyhawk, you stumbled upon a rather odd halfling by the name of Kalen Shadowfoot. The first time that you met him, the young lad was apparently trying to save you from a common mugger whom was set on robbing you of your goods. Sure enough, he managed to best the brigand and quickly began to make conversation. Thinking back upon it now, it was quite the coincidence that Kalen was in the very same alleyway as the mugger. He even seemed to be quite agitated by the robber's presence as well, almost as if'¦if he got to you first. Bah, you're sure it was mere coincidence. Anyways, the two of you talked for a while and you soon found yourself liking the colorful rogue. His nature was unlike any halfling you had ever seen before and reminded you at times of your twin brother.

Over the months, the two of you became good friends and shared numerous engagements together - typically those that wound up with you fitting the bill of course - all the while enjoying to his outrageous tales of epic adventure. It was during one such occasion that Kalen mentioned having heard of three adventurers headed to the town of Diamond Lake in search of riches and fame. The young halfling went on to describe the heroes' plans further in great detail, stating that he was certain that the group was headed in the wrong direction. Confident that he knew where the heroes should be looking, the young rogue then went on about how the two of you should team up and explore the Whispering Cairn yourselves. He even spoke of a lifelong friend that would most assuredly be willing to join as well.

Longing to see your brother again, you gladly accepted Kalen's offer. You quickly sent word to your parents about your decision and soon received a secret reply from your mother. Simply put, she instructed you to give your brother her love and stated that - should you need any assistance in trying to free him from his oath to serve under Prince Ellival '€" you need but send word to her and she would do all that she can to help. Armed with your newfound confidence and book of spells, you have graciously joined Kalen in his expedition to the Whispering Cairn!

Among your arrival to Diamond Lake, you have made your presence known to the Moonmeadow Estate where you were greeted pleasantly enough. Assigned a room of your own, you have spent the past several weeks enjoying the rather droll form of the Prince's hospitality. Any formal inquiries into the matter of how much longer your brother would have to remain at the Estate as part of the Prince's liaisons were unsurprisingly met with rather flighty aversion. It would appear that the 'œPrince' rather enjoys the company of his kinsmen and does not let them go so easily once having secured them in contract. Subtle hints from the Prince of paying him a proper form of reparation were discussed, but sadly the amounts were far too exuberant and outrageous to even fathom. Thus it was, your initial efforts have been shot down.

Nevertheless, you have remained ever vigilant and optimistic as you aided Kalen in his quest. Using your influence and unfamiliarity within Diamond Lake, you have casually approached one Dietrik Cicaeda '€" the town's chief cartographer '€" inquiring about the purchase of an abandoned iron mine on the outskirts of town. The mine's purchase itself was a rather superfluous endeavor, but one that was necessary according to Kalen. Apparently the mine and its office was located next to the Whispering Cairn and as thus by default, the property would be included in the deed. Sadly, the chief cartographer has stated that there is apparently no deed found on record of the mine and as such was not for sale, further stating that due to the original owner (Ulgo Fant) having died without an heir - that there would most likely never be a sale allowed. Your words did little to quell Kalen's suspicions of Dietrik's comments and the young halfling has set it in his mind that the man was lying - going so far as to vow himself to taking a look at the official records for himself.

And thus it has come to this, you have agreed to entertain one of Kalen's associates - a rather attractive human by the name of Jonus Varro, whom seems to become rather nervous when around you (comical you might add) - for a single evening whilst he and his dwarven companion attempt to break into the cartographer's office and snoop around. You feel that your role in this affair is merely one of playing nanny to the fussy-cleric-of-shouldn't-do-no-wrong but can't help but find it whimsical and look forwards to your evening spent together. After all it could have been worse, you might have had to entertain the unruly dwarf!
* Edited to include all characters.
When Life Hands You Razorblades. You Make A Baseball Bat Covered In Razorblades!

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Eanwulf
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Location: FL
Title: The Grey
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The Rival Adventurers

Post by Eanwulf » Thu Aug 27, 2009 8:00 pm

Just in case you were curious. Here is some helpful information about the trio of adventurers that have come to Diamond Lake in search of riches and fame in the Stirgenest Cairn.
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Tirra (female elf rogue): The vivacious brunette elven rogue Tirra is in the adventuring life for the money, and appears to be a member in good standing with the Free City's notorious Guild of Thieves.

Auric (male human fighter): The blond human gladiator Auric wears a unique red and black leather girdle topped with the representation of a haunted female face '€" the Champion's Belt of the Free City Arena. He seems to fancy himself the leader of the trio, but is quite obviously very susceptible to Khellek's poisoned whispers and diabolical insight.

Khellek (male human wizard): This balding, dark-haired human wizard wears a high-collared red cape fastened with a skull clasp over a green jerkin and pants. His receding hairline belies his advancing age, as do the white streaks at his temples.
When Life Hands You Razorblades. You Make A Baseball Bat Covered In Razorblades!

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Eanwulf
Level 18 Elite
Level 18 Elite
Posts: 7226
Location: FL
Title: The Grey
User Class: Berserker

Opening Act

Post by Eanwulf » Sun Aug 30, 2009 1:01 am

Setting the Scene

Please allow me to share one final post with you that will deal with the specifics on how our game will actually begin. First off, your party will be split into two groups. The first is that of Kalen and Mark, and the second '€" Arianna and Brother Jonus.

Players need to read the following spoilers in order to find out about how things will wind up starting out during their respective Preambles. Feel free to read both groups' spoilers as they are meant to be enjoyed by all and in turn, might apply to your own group's actions as well '€" however loosely.

Also know that this guideline is not to be meant overbearing or controlling in anyways, and is meant to simply serve as a somewhat '˜complex' introduction to what should overall be a rather simple event. In conclusion please note that I just wanted all of you to be fully aware of '˜what the heck and how the heck' the game actually begins as well as to give each of you a chance to get a feel for posting with one another, etc.
Having decided to sneak into the Chief Cartographer's office in order to see whether or not the man was lying about there being no deed available for purchase, you have used the recent holidays (Rising Festival and Great Moon's Glory) in order to sneak Kalen into the local Garrison. Posing as one of the many cooks and chefs that were uses to cater the entire affair, Kalen has spent the first part of the week casing out the place in order to get a better feel of the local run down. Brother Jonus and Marak have shared what input they can with the rogue as well. It would appear that the best way to sneak Kalen into the garrison is during one of Valkus Dun's sermons. Marak has actually volunteered for guard duty that night and manages to secure himself near one of the chapel's rear exits. Kalen in turn, has managed to sneak around to the back of the chapel and climb himself into an adjacent storage room via a rather lofty window sill. Once inside, the halfling promptly made Marak aware of his presence and has awaited the signal to approach.

It was during the heat of Sir Valkus' ceremony, that Marak quickly ushered his companion to climb himself into an old pew that rested near the exit door. There he has waited for the past four hours or so inside of the cramped bench-seat for the chapel to clear itself of its inhabitants. During this time, the poor rogue has had to endure the muffled preachings of Valkus Dun and his subordinates '€" not to mention the careless antics of his dwarven companion, Marak. It would appear that the dwarf has relished greatly in the act of occasionally plopping himself down atop of the pew and releasing some of his flatulence on top of the hidden halfling. Though the entire affair went unheard by the others, it was quite a tense and unpleasant ordeal for the hapless Kalen stuck inside of the pew.

Fortunately, Brother Jonus '€" whom was also present during the ceremony and aware of the party's plan '€" spotted Marak's rather ill-suited humor and quickly set him in order with but a single glance. Once the sermon was finished, it was merely a matter of waiting until all of the chapel's occupants had finally left to attend the Great Moon's Glory festival before the two (Kalen & Marak) begun their journey to Dietrik's office. It is during this time that Kalen actually falls asleep within the pew. His legs aching and his body cramped, it seemed to only way to deal with the pain.

Though the plan seems simple enough in execution, the moral implications of such a rather treacherous act as breaking into an official's office, seems to bother Brother Jonus somewhat more severe than the rest of the party. After a rather lengthy bout of debate and discussion, the reluctant priest finally agrees to the plan, under several rather stern and inflexible stipulations.

'¢ The first and foremost is that Kalen agrees NOT to STEAL anything from the chief cartographer's office. Master Dietrik guards his records like a hawk, and will most likely notice anything taken from his office. The same rule also applies to Marak, as the good cleric so cleverly points out.

'¢ The next stipulation is that both Kalen and Marak also agree that there will be absolutely NO BLOODSHED whatsoever! Their mission is one of simple reconnaissance only - among FRIENDLY personnel at that!

'¢ And lastly, Brother Jonus has asked that IF either one of them are caught, that they willingly surrender and submit themselves to arrest, going so far as to implicate himself and Arianna in the affair as well. Brother Jonus feels that this act, if they are caught, will wind up proving to be more beneficial than simply trying to fight their way out, etc. After all, it would be easier to defend themselves with the simple story of 'œWe felt that Dietrik lied to us about the mine and therefore wanted to see for ourselves. After all, you all know how much of a tight-arse he can be at times, etc.'

Having agreed to Brother Jonus' offer, Kalen and Marak have come up with the following plan of action:

'¢ Once everyone has left the chapel, Marak will enter it through the same rear exit he has guarded previously. Yes you have a key and will so rightfully until having to turn it in the next morning.

'¢ Once inside of the chapel, Marak will retrieve his companion Kalen and the two of them will head off towards the Chief Cartographer's office. This act in itself shouldn't prove to be too terribly hard to perform as most of the garrison populace will be out and about participating in the Great Moon's Glory (see attached description below).

'¢ Once at the cartographer's office, Kalen and Marak will bypass the cartographer's office's lone guard '€" a cantankerous old fart of a dwarf named Borik Sludgehammer. Marak knows the dwarf and also knows of his rather unhealthy addiction to drinking '€" especially spiced mead. The plan entails that the two heroes approach Borik under the guise of not wishing the dwarf to miss out on the celebration. Kalen will yet again pose as one of the caterers, carrying with him a rather large cask of spiced mead that the two dwarves will then hopefully open and begin to imbibe. Once again this act shouldn't be too terribly hard to complete as Borik is pretty much known to be a mean old alcoholic that commonly drinks himself into an unconscious stupor. This fact in itself is primarily the reason that he is stuck with the tedious task of having to work the graveyard shift on a rather celebratory occasion.

'¢ Once Kalen has delivered the mead, he will need to dismiss himself and wait outside, most likely in a neighboring storage room or privy. During this time, the young rogue will need to make sure that his presence is not detected by any of the guards that might remain on active duty within the garrison's walls. This part of the adventure may or may not be easy to complete, all of course depending on both how he handles it and the luck of the die!

'¢ And finally, once old Borik is finally sawing some logs and quite drunk and unconscious; Marak will then let Kalen back inside of the room to sniff around the office whilst he goes outside and makes sure that no one comes around. Once done with your investigation, you will then quickly and quietly make your way back outside and go looking for your other teammates. Let us pray that Marak doesn't wind up getting too drunk in the process!
After Brother Jonus finishes assisting his elders in the rectory, he has agreed to show Arianna about the town. The young prefect can't help but feel that Kalen is somehow behind the two's engagement - be it that the young halfling has decided to play matchmaker (HIGHLY doubtful) or is simply trying to keep both his body and mind distracted as he and Marak thoroughly ransack the chief cartographer's office (MOST likely). As the pair enjoys the sights and sounds of the approaching Great Moon's Glory festival, they discuss their plans for the evening. It would appear that Brother Jonus would like to perhaps visit Lazare's for a nice game of Dragonchess, whereas Arianna seems to be obsessed with visiting the Feral Dog stating that it is rumored to be the latest hangout of those three adventurers that started this whole mess in the first place. What better way to get to know your opponents than this she adds. The opening scene will be of the two of them trying to figure out just where it is that they might go next. The rest of the Preamble should deal with their exploits as they kill the time necessary for their companions to complete their task and hopefully rejoin them.
By all means do not think that, since I mentioned previously about there being a strange attraction between these two characters, that it has to blossom into anything - after all the person playing Arianna is a guy in real life! It's just that I was trying to properly secure your party's bonds together and as thus, was trying to devise a way to have the rather pious Jonus wind up finding a reason to go through with some rather nefarious activities (i.e. breaking into his own garrison). Just think of it overall as the "Aw shucks, the pretty elf is gonna do it...why not I?" scenario...if this makes any sense. :wink:
Sorry if any and/or all of this feels like it is pre-written or gives the entire plot away for your Preambles '€" it isn't meant to. It is mainly meant to be written as a 'œHow the hell are we going to start this game?' and a 'œWhat the hell are we doing again?' kind of post that is designed to get you going in the right direction and save me the time of having to compose an even larger post for your opening session(s). Simply put, I am trying to set the scene for your respective Preambles. If you actually adhere to the proverbial '˜script' is entirely up to you!
The event known as the Rising Festival is a week-long affair that occurs during the entire second week of the month of Readying. The festival itself is a celebratory event that allows the locals a chance to venerate the ancient Flannish goddess, Beory if they so desire. Known as the Oerth Mother, Mistress Beory is known by many to be the creator of Oerth and as thus has been awarded the reverence due of such a title. Many superstitious commoners often take the time pay tribute during the week to the Oerth Mother and her family '€" Pelor her husband, Allitur their son, and Berei their daughter. The festival is generally found to be a time of pleasant celebration and preparation for the changing seasons. Much like the Great Moon's Glory, the Rising Festival is an unofficial representation of the coming of Spring and as thus, is usually spent giving thanks to the various gods responsible for allowing them the blessings of a warmer climate and the change of season.

Not wishing to offend his people, and especially the reclusive druids of the Bronzewood Lodge, Governor-Mayor Lanod Neff has allowed his people the chance to acknowledge the holiday - his sole intentions being those of cleverly forcing his otherwise stagnant community to undergo an exorbitant amount of trade and commerce during the event.
On Readying 11th, Luna is full but Celene is new. This night is called Great Moon's Glory. The church of Celestian regards this night as holy, and engages in its usual all-night outdoor vigil of the heavens outside the Grey College Observatory in Greyhawk. Oeridian citizens make offerings to shrines to the lesser goddess Atroa on this night, asking the Queen of Spring to come early. Offerings to shrines of Telchur (the Oeridian god of the north and winter) are also made, praising his work but suggesting he go home to the pole and sleep. The local druids and their small congregations also hold this night sacred, but little is known of their activities. They have been observed to collect at the Stone Ring outside of the Free City's Druid's Gate, where they chant and pray all night.

Many farmers and herdsmen mark this night as the true beginning of spring, though Readying 1st is the calendar date for spring's start. From this day on, the cold north wind warms and starts blowing from east Skies grow cloudier and snow turns to rain '€" lots of it '€" which can turn overnight into a glaze of ice covering the land. Frozen roads soon melt and turn into complete muck, so wagons and carts are even worse off than during the dead of winter when the mud is frozen, if not slippery and rough. Nearly all travel is by foot or horse in spring, but few see the need to go far. Though winter is regarded as the most hostile season, the period from Great Moon's Glory to Growfest is often considered the most depressing part. Still, if a bucket of water left out overnight does not freeze for three days running, that's a good sign that warmer weather is on the way.

In adherence to Greyhawk tradition, Governor-Mayor Lanod Neff has ordained that Great Moon's Glory shall be celebrated by all as well in the town of Diamond Lake. For the most part, most of the various religious leaders and other officials also agree to attend the affair, as each of them are fully aware of the importance of the event as well as the influx of much needed commerce generated by it. Captain Tolliver Trask however, generally tends to loathe the night entirely as it always winds up drawing away many of his much-needed (in his mind) troops from his roster in order to help the rather repugnant Sherrif Cubbin and his deputies police the town square properly during the event. All in all - barring the occasional emotional outburst of drunken revelers (generally quelled by Cubbin and/or an irate Trask) - most everyone in Diamond Lake consider the entire affair to be a slim ray of sunshine (moonshine?) in an otherwise rather gray and dismal life.
When Life Hands You Razorblades. You Make A Baseball Bat Covered In Razorblades!

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