
| Blake's Iconic | 
 
	
 
                
                
              
            
            While Zadim waits for dusk, for he is more than content to leave Rhiannon tied the entire time, he joins Seelah in her discussion. He speaks of his own mistakes within the misguided sect of Sarenrae's faithful and his own redemption.
Diplomacy, Aid: 1d20 - 1 ⇒ (4) - 1 = 3

|  DM Elan Morin | 
 
	
 
                
                
              
            
            "So... what are you waiting for? Why do you need to stay here until sunset? Rhiannon asks as she eavesdrops to the party's conversation.

| Blake's Iconic | 
 
	
 
                
                
              
            
            "So that we can direct the last of the sun's light today to fall on the Tulliver tomb and unlock the doors," Zadim answers. "A much less cruel method than torturing some poor youth to death in your effort to get him to open it for you."

|  DM Elan Morin | 
 
	
 
                
                
              
            
            For a moment Rhiannon considers Zadim's words then she mutters something almost imperceptible under her breath...

| Blake's Iconic | 
 
	
 
                
                
              
            
            Perception: 1d20 + 4 ⇒ (20) + 4 = 24
"What are you mumbling about? Yes. The last sun: sunset. I know it's obvious to a Sarenrite, but surely everyone knows that the last sun is sunset."
He looks to Seelah and says, "We might have hit him in the head too hard."

|  DM Elan Morin | 
 
	
 
                
                
              
            
            "It might be obvious to a Sarenite but surely you can't even distinguish a woman from a man! Besides being a murderer who also happens to eavesdrop on people in acreepy way, of course!" says Rhiannon, sounding indignant.
What's your next move? Do you want to wait for sunset?

| Cwethan's Iconic | 
 
	
 
                
                
              
            
            None are so blind as those that choose to shut their eyes to world.
Seelah prepares to wait till dusk.

|  DM Elan Morin | 
 
	
 
                
                
              
            
            The Sarvio mausoleum is a 15-by-15-foot tomb of superior masonry. Through the ironwork of its padlocked gate you can see that the tomb’s interior
contains four sarcophagi but no valuables.
If you want to get inside anyway, you have several options at your disposal: you could try to topple the mausoleum’s spire by scaling the dome first and then pushing the stone spire enough to climb down inside the tomb. Alternatively you could try to break in with brute force or to pick the locks.
If you want to study the building searching for a weak spot in the marble give me a Perception or Knowledge (engineering) check, otherwise tell me waht your actions are and I'l tell you what you need to do in order to suceed.

|  DM Elan Morin | 
 
	
 
                
                
              
            
            Kyra notices how the spire above clearly has a weak point near its base. In case the party wanted to break in doing so would be much easier by smashing down that spot...
Anything else?

|  DM Elan Morin | 
 
	
 
                
                
              
            
            I guess we move on then
Deciding against vandalizing the Sarvio Mausoleum you wait for the duration of the long afternoon hours. Luckily the sky clears of any clouds allowing sunlight to hit the marble bust of Laban Tullivor precisely at dusk. When this happens you hear a faint "click" coming from the Tullivor Mausoleum door as if it has just unlocked!
You quickly move to block it before it can seal itself shut again. Inside you find five sarcophagi bearing the names of the Tullivors interred within. Above Laban’s casket, a gleaming tapestry depicts the Tullivor crest and the family motto: “Never in Shadow.” The tapestry, woven with gold and silver thread looks expensive indeed.

|  DM Elan Morin | 
 
	
 
                
                
              
            
            Valeros doesn't find anything out of place inside the mausoleum. After all it's perfectly normal to have a few sarcophagi inside a family tomb and a tapestry depicting the family glories.

| Cwethan's Iconic | 
 
	
 
                
                
              
            
            Seelah listens carefully to make sure nothing assails her comrades, but otherwise contents herself with guarding their prisoner.

|  DM Elan Morin | 
 
	
 
                
                
              
            
            Check out the handout for what Ulisha wanted you to do... and as the tapestry is worth 550 gp it qualifies as "treasure". Well, you have recovered the treasure, so the only thing left to do here is decide what to do with Rhiannon and how you plan to leave the town

| Blake's Iconic | 
 
	
 
                
                
              
            
            "I suppose that will have to serve to pay off Ulisha's debt," Zadim says, obviously not particularly happy about the task. "What shall we do with the murderer? Take her to the authorities? Maybe we should just leave the treasure and hope to find a better way to help Ulisha..."

| Kyra, Flame of the Dawnflower | 
 
	
 
                
                
              
            
            "I have no desire to be a tomb robber, just to appease another such." Kyra responds with a frown. "Nor, would I expect, does our companion outside."
"Not to mention," She adds a moment later, "It would just put us in the sites of these noble houses as well... and lend more credence to that hateful woman outside when she starts trying to throw blame on us again."

| Blake's Iconic | 
 
	
 
                
                
              
            
            "Then we leave the treasure as we found it and turn the murdering woman over to the guards," Zadim says with a nod to Kyra.

|  Iconic Otha | 
 
	
 
                
                
              
            
            Valeros shakes his head. "We were sent to retrieve a treasure, I say we retrieve it...our mission is to ultimately get the Silverhex...we knew that the owner of it was a thief when we took this on...should be little surprise that we might have to do something like robbing a tomb...
This is no different from my last mission...had to do a little tomb robbing there as well but it was ultimately for a noble cause...as long as we're not asked to perform heinous or egregious acts, I'm OK with going a little outside the lines...
As for the lady, whatever you think best...if we turn her over to the authorities, she'll likely try to blame us...we could always just leave her gagged and hog-tied alongside the body of the man she killed, with the murder weapon by her side and a note detailing her actions...we'll be long gone by the time they find her..."

| Kyra, Flame of the Dawnflower | 
 
	
 
                
                
              
            
            "There is sufficient evidence of her guilt, we will have no trouble showing it... if we're here to do so." Kyra says.
"Left on her own, I'm sure she can twist or conceal the facts differently. I have no desire to become a wanted criminal in this country, or have the Noble houses trying to hunt me down for vengeance."
Kyra's all for turning the woman in, and leaving the tapestry. A few less coins will not make or break things in her opinion.

|  Iconic Otha | 
 
	
 
                
                
              
            
            "If you're sure the local authorities will believe us over local nobility, then by all means let's turn her in...
As for leaving the tapestry, why did we even come here? The note Ulisha sent us directly mentioned we'd be tomb-robbing...why even come on this venture if we know ahead of time we're not willing to fulfill it?"

| Cwethan's Iconic | 
 
	
 
                
                
              
            
            Seelah nods along at Kyra's explanation, but winces at Valeros's blunt logic. The tapestry does no one any good where it is, and will allow us to turn a powerful artifact to the cause of Good. Let us turn in the murderer. We can make things right with the Tullivors once our quest is complete.

|  DM Elan Morin | 
 
	
 
                
                
              
            
            ... And back again...
You bring Rhiannon Savrio to the authorities of Gralton. She spins her tale accusing you of murdering the man whose body you found laid on the bust, who, you learn, was a man named Northis Tullivor. 
The magistrate looks at you and asks:"We heard Lady Savrio's tale... what do you have to say for yourselves, foreigners?"
State your case and then roll diplomacy/bluff, and you can aid another

| Blake's Iconic | 
 
	
 
                
                
              
            
            "The Tullivor's face is scratched by falcon talons. She is the one with the falcon," Zadim says, producing the body of her falcon and pointing at the woman's falconry glove. "The wound on the boy's abdomen, the wound that killed him, was made by her blade." He produces Rhiannon's short sword.
"On the point of logic, if we had killed the boy, we would have no problem killing her. We clearly bested her, so why would we bring her to the authorities rather than kill her and take whatever we wanted from the Tullivor tomb?"
Zadim says to Valeros: Why for the extra gold on the chronicle, of course!
Diplomacy, Aid: 1d20 - 1 ⇒ (10) - 1 = 9

| Cwethan's Iconic | 
 
	
 
                
                
              
            
            Greetings your honors. 
I am Seelah, a Paladin in service to Iomedae the Inheritor. As my companion says, for what purpose would we have killed him? We offered no violence even to the Lady Savrio, even after we had followed the tracks of her horse from her victim, we merely asked that she explain herself. 
Though I could and can sense her sinful nature, we did not rush to judgment of her soul, we only did more than unsheathe our blades once she had already struck Valeros.
Once her pride was overthrown, we did not seek a rough justice, of the kind one must enact in the wilds of the world, but restored her to health,  and have now brought her to you.
Truly look upon us and you will see how baseless her vitriol is. Look upon the situation, and you will see how senseless her tale becomes. Look upon your own souls and you will see the path of honor.
Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23

| Kyra, Flame of the Dawnflower | 
 
	
 
                
                
              
            
            "She killed an innocent boy, because she can not tell the difference between the words sun and son." Kyra adds, shaking her head. "Her first thoughts to kill a man, then look up to the Dawnflower's Glory."
"Seelah said it best. The woman has nothing but vitriol in her veins, and lies in her mouth... never mind her poor reading skills."
"All the evidence is plain to see, and all of it indicates her malfeasance."
Diplomacy aid: 1d20 + 6 ⇒ (10) + 6 = 16

|  DM Elan Morin | 
 
	
 
                
                
              
            
            Seelah and Kyra's carefully honed words manage to convince the magistrate of Rhiannon's guilt and he accepts to have her arrested and judged. The girl is indignant as she's brought away and keeps screaming about how terrible her revenge will be once she's freed...
Well done! You successfully completed this episode of the scenario. Tomorrow we'll start the second one. I already updated the second handout, feel free to check it out

|  DM Elan Morin | 
 
	
 
                
                
              
            
            Following the instructions in Ulisha’s notebook, you travel through Varno. Not knowing the lay of the land enough to identify the place Ulisha identified with the ominous sobriquet of the "Cannibal's Grove" you decide to stop at the "Restless Bear Inn", a local tavern, in order to ask direction...
The inn is a crumbling, moss-choked building standing alone at the road’s end. Looming over its squat frame, a dense curtain of foliage marks the border of the Forest of Veils. The sign above the door reads “The Restless Bear,” and it seems to refer to a stuffed bear’s head that lolls upon a flagpole near the eaves.
Perception before entering
Once inside the common room you consider how it feels like a cave, its sagging rafters clogged with yarn, shabby ribbons, and odd miniature knick-knacks that reinforce its claustrophobic atmosphere.
The inn’s only visible occupant is its hostess, a spindly woman called Birdy who considers you carefully before welcoming you into her establishment...
Your move...

| Blake's Iconic | 
 
	
 
                
                
              
            
            Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Zadim ducks into the squat inn. "Greetings."

|  DM Elan Morin | 
 
	
 
                
                
              
            
            Before getting inside the inn Kyra and Zadim study the bear's head mounted near the entrance: it's a juvenile brown bear (a species common to this area), and it's apparent how having been stuffed long ago, it has begun to look rather mangy.
Once inside the propietor, a woman named Birdy, welcomes you:"A pint of our finest ale, right away, good ser! Anything else I can do for the rest of you?"

| Cwethan's Iconic | 
 
	
 
                
                
              
            
            Seelah has a dour look on her face as she enters, Seeking out Cannibal Grove without planning to cleanse it seems like a waste of a trip!
Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Water will suffice, Birdy. If the gods are good, we will soon be able to continue our quest. We might, perhaps, stop by again after the Grove.

|  DM Elan Morin | 
 
	
 
                
                
              
            
            Sorry for the delay. RL problems and general exhaustion forced me to refrain from long posts. I hope the situaation is solved now
As Birdie hears Kyra's and Seelah's words she pales visibly, stops walking towards the kitchen and moves back near the heroes:"I will the you this just once: whatever you do avoid the place you mentioned. It's bad luck even top name it. It is an evil and cursed place. Those who go there rarely return, and even then they are always scarred by the experience!"
It's clear Birdie is mortally scared of teh Cannibal's Grove. Yet, she also seems to have some sort of morbose attraction for the place, since she actuallyu knows a lot about it. If pressured, after spending at least 5 cp in beveerages of dubious quality Birdy relents and answers some of your questions while warning you about the mortal peril you will expose youirselves to if you wander into the Cannibal's Grove (or "That cursed place", since she refuses to mention it by name).
Anyway, Birdie answers the following questions:
In the end it will take you a successful Diplomacy or Intimidate check, to persuade Birdie to provide directions. Note that for some strange and probably supernatural reason silver pieces have the strange effect of reducing Birdie's moral qualms against putting her and your souls in mortal peril...

| Cwethan's Iconic | 
 
	
 
                
                
              
            
            My good woman, places the dead rest ill are exactly the kind of places that need our help the most. Please, help us to reclaim this grove from darkness.
Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11
Maybe someone should just bribe her :p

|  DM Elan Morin | 
 
	
 
                
                
              
            
            "Nae good woman... that place would only be the death of you four and I couldn't bear sending you to your deaths in such an hellhole!" Birdie answers Seelah, apparently unmoved by her argument.

|  Iconic Otha | 
 
	
 
                
                
              
            
            Valeros gives what he hopes is a charming smile. "A most excellent ale, m'lady...here's a tip for you..." He puts a gold piece in her hand. "If you could tell us the way there, we'll be sure to come back this way and tell you our tale...and I just might buy my weight in your ale...", he says with a wink...

| Blake's Iconic | 
 
	
 
                
                
              
            
            "It is as Seelah says. We are emissaries of good, and if there is such darkness, it is our obligation to put it to rest," Zadim says. He hands her nine silver coins. "Take this to the temple and pray for our safety if you wish, but we need to know where to find this place."
Diplomacy: 1d20 - 1 ⇒ (14) - 1 = 13

|  DM Elan Morin | 
 
	
 
                
                
              
            
            As Valeros produces the gold piece Birdie pockets with great speed. She then regains her composure:"I see now ye are set in yor course of action and wise words cannae deter you from your intent. Very well then, I shall tell ye what ye want, although sending you to yor fate will probably weight on me soul for the rest of me life..."
And Birdie tells you what you need to know in order to reach cannibal grove... map is up, but before going there please give me a perception check
 
	
 
     
    