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"Of course!" says Ne'erduwyl, smiling widely at the self-reported Sarvio woman. "We'd love to help you retrieve this object. We've discovered the way into the Tullivor mausoleum. There's a spell on it that only allows the rightful owner to open the gate. Since your clearly the rightful owner, all you have to do is turn the lock, and, presto, the gates open! Come over with us, and we'll stand guard to make sure you receive your rightful treasure."
While she knows you are bluffing it is far easier for her to get in with you there than to run away and hope to get in at a later date. Especially since you all are trying to get in.
"Fine, I'm happy to get into the tomb." She walks over to the Tulliver Mausoleum, on the way she shouts to Grakul "Topple that spire on there, then come join us with it!"
"See, the secret is that while both houses are enemies, someone clever figured out that by putting the solution to the trap on the other mausoleum, where few would think to go and look, it would keep the Tulliver mausoleum safer. Now that the spire is down, its just a simple lock that needs picking." She does so, and the lock opens up.....

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Diplomacy 1d20 + 4 ⇒ (10) + 4 = 14
The Pastor was growing tired of this debate. ”Okay, you have to admit, things don’t look great for you. Your sword fits the wound in the body, your two houses never got along, and you were hiding behind a building. If you admit your crime, we can end this peacefully and take you to the authorities.”

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Well clearly they are talking with someone...really don't like standing up here...Bored
Starts slowly rocking the spire attempting to determine is there anything under the base that caused it to be loose.

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Finally
Pushes against the spire and looks to the group.
Who wants to help me lower this down?

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How terribly convenient, thinks Ne'erduwyl, who will attempt to surprise the Servio woman by placing a slumber hex on her the moment she opens the lock.
Slumber hex DC 16 Will save or fall asleep for one round

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I'm confused do we need this spire or not.
Scratches his head debating just breaking it and throwing it down

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I think GM Emmjay just assumed you knocked it down, and that doing that somehow released the trap...but you should probably give it a good shove just for laughs. All I know is that the Servio woman is about to walk away with our treasure. And Ne'erduwyl does not like someone else walking off with treasure.

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I think GM Emmjay just assumed you knocked it down, and that doing that somehow released the trap...but you should probably give it a good shove just for laughs. All I know is that the Servio woman is about to walk away with our treasure. And Ne'erduwyl does not like someone else walking off with treasure.
Yah, pretty much.

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How terribly convenient, thinks Ne'erduwyl, who will attempt to surprise the Servio woman by placing a slumber hex on her the moment she opens the lock.
Slumber hex DC 16 Will save or fall asleep for one round
Will: 1d20 + 3 ⇒ (15) + 3 = 18
The spell failed, but alerted Rhiannon that her ruse was spent. TIME FOR COMBAT!!!!
Roland Alimane: 1d20 + 7 ⇒ (7) + 7 = 14
Init Graktul: 1d20 + 2 ⇒ (18) + 2 = 20
Gnickygnack: 1d20 + 4 ⇒ (4) + 4 = 8
Init The Armenian Man: 1d20 + 2 ⇒ (14) + 2 = 16
Init Hekran Mesra: 1d20 + 2 ⇒ (20) + 2 = 22
Ini Glok: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative, Ne’erduwyl: 1d20 + 8 ⇒ (15) + 8 = 23
GM: 1d20 + 1 ⇒ (7) + 1 = 8
+++++++++++++COMBAT ROUND 1+++++++++
Ne'erduwyl
Hekran
Graktul
Glok
The Armenian Man
Roland
Gnick
Rhiannon
ALL PLAYERS MAY ACT!!!

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Do I have LOS to where she is kinda feel like the tokens dont match up with everyone's location. Also, how high is the mausoleum that I am on i.e. could I just jump down as opposed to making a climb check in this case.

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"Oh dear!" says Ne'erduwyl. "If you'd have just taken a nap, things wouldn't have had to get bloody.
Ne'erduwyl places a fortune hex on The Armenian Man allowing him to roll his attack dice twice and take the best result.

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The Pastor didn’t pull anblade, but he did step forward and attempt to bash the woman with his holy book.
Attack 1d20 + 4 ⇒ (14) + 4 = 18
Damage 1d6 + 3 ⇒ (5) + 3 = 8

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The Armenian Man feels overcome with good fortune... strangely so, since he didn't invoke it! Did it come from Magdh? All things come from Magdh, but The Three normally wait for me to ask! This must be important if she brings her favor voluntarily!
He considers asking Magdh to curse the woman through his strike, but worries that the asking would be too much. Better to embrace the favor that's already been granted! He swings his scythe in a sweeping arc at the duplicitous noblewoman.
Move: draw scythe
Standard: attack Rhiannon
5' step
Scythe: 1d20 + 4 ⇒ (11) + 4 = 15
Fortune hex: 1d20 + 4 ⇒ (16) + 4 = 20
Damage, S: 2d4 + 4 ⇒ (3, 3) + 4 = 10

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Do I have LOS to where she is kinda feel like the tokens dont match up with everyone's location. Also, how high is the mausoleum that I am on i.e. could I just jump down as opposed to making a climb check in this case.
You will need to make a climb check or suffer 1d6 damage (Non Lethal). DC 15 Acrobatics to avoid.

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Graktul wrote:Do I have LOS to where she is kinda feel like the tokens dont match up with everyone's location. Also, how high is the mausoleum that I am on i.e. could I just jump down as opposed to making a climb check in this case.You will need to make a climb check or suffer 1d6 damage (Non Lethal). DC 15 Acrobatics to avoid. No, she is behind the building, no LOS.

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But, as quickly as the combat started, Roland and The Armenian Man finish off Rhiannon with a couple of quick blows. She gasps at the sudden assault and falls down, unconscious.
Do you let her die, or save her?

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"Does someone have rope to bind her?"
Once Rhiannon is safely bound, The Armenian Man will cast stabilize to prevent her from dying.
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

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Well assuming I don't need to do anything else with the spire.
Climb: 1d20 + 4 ⇒ (20) + 4 = 24
Upon climbing down Graktul quickly puts his chainmail back on before heading to the group.
Didn't bring any rope assumed anything we found here would be dead or well on the way to it.

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Well assuming I don't need to do anything else with the spire.
Upon climbing down Graktul quickly puts his chainmail back on before heading to the group.
Didn't bring any rope assumed anything we found here would be dead or well on the way to it.
No, you don't need the spire. You just needed to remove it. Carrying it with you was what the lady wanted to keep you occupied and not attacking her, if it came to it.

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Lets see what she has on her.
Graktul walks over and starts going through her stuff hoping she brought some rope to tie her up with.

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Leaving the others to worry about such mundane concerns as an unconscious Servio, Ne'erduwyl uses detect magic to see if the magic trap is disarmed, and if so, enters the mausoleum to see what "gifts" the recently departed Tulliver has left them.

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Leaving the others to worry about such mundane concerns as an unconscious Servio, Ne'erduwyl uses detect magic to see if the magic trap is disarmed, and if so, enters the mausoleum to see what "gifts" the recently departed Tulliver has left them.
And with that Chapter 1 is complete, Chapter 2 is coming up. Unfortunatly, I don't have my thumb drive with me with the PDF, so it will have to wait until later tonight or tomorrow morning.

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The mausoleum contains 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, is worth 550 gp.
===========Journal Entry #2 MISTS SLIDE 6================
You travel through Varno without incident, following instructions left in Ulisha’s journal. They see little of the region’s timid peasantry until they arrive at The Restless Bear. The inn is a one-story hostel with a claustrophobic ambience. It features plain walls, simple wooden doors, shuttered windows, and smoky tallow fat candles that keep the interior in a state of dim light.
This crumbling, moss-choked inn stands 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.
The head belonged to a juvenile brown bear (common to this region), and that having been stuffed long agno, it has begun to look rather mangy.
This common room 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 Birdy, a spindly widow versed in local lore and superstition. She provides meager food and lodging for 5 cp per client

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"I don't like seeing the common man beaten down like this," Hekran says to no one in particular after seeing fleeting glimpses of the local peasantry, "We don't treat people like this in Andoran."
Knowledge (Nature): 1d20 + 8 ⇒ (1) + 8 = 9
Seriously!?
"Howdy ma'am" Hekran says, tipping his straw hat.

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Perception 1d20 + 4 ⇒ (4) + 4 = 8
”Birdy, we are looking for a particular place, located near here. It is called Cannibal’s Grove. Terrible name, but we need to make our way there. Could you give us directions?”

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"Roland, didn't they teach you any manners in Bible school? Let's not pepper the barkeep with questions before we've had a chance to enjoy the fine dining here at The Restless Bear."
"The house finest for the table, Birdy, and a shot of whiskey for the preacher."
Ne'erduwyl tosses a few silvers on the table, to pay for the food and drink.
"Oh, and if you have any good stories about why they call this place The Restless Bear, or this Cannibal's Grove that everyone talks about, we'd love to hear. We're just a group of travelers, interested in local legends."

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The Armenian Man takes to the inn's quaint and cramped appearance with gusto; he seems enchanted. "Oooh, so delightful!" he exclaims to no-one as he examines the various and sundry knick-knacks, trying his best to not knock any down.
He sits at the table upon which Ne'erduwyl has thrown coinage, patting her hand in thanks for the meal, and leans back in his chair. Gazing at the ceiling, he extends one arm towards the hanging ribbons and yarn, ruffling their dusty ends gently. "Oh, yes. Just fantastic!" He seems to speak directly to the decorations.
"Some food for sure!" he finally addresses their host directly. "I'm sure you have a wonderful soup or stew; something fragrant and hearty! Yum!"
When she returns with food, he offers his own question about the area as he digs into his meal. "The Forest of Veils! That's a fascinating name; why do they call it that?" Is it infested with wild fey who play fancy with people's senses? I'd believe it!

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Looking at the door to the Restless Bear.
Great going to have an aching back it appears.
Walks through the door bending his head forward and trying to keep the ribbons and yarn brushing against his head; before quickly finding a seat near the rest of the group.
Thanks Neer for the food.
Hope these chairs are sturdier than the inn looks.

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”Birdy, we are looking for a particular place, located near here. It is called Cannibal’s Grove. Terrible name, but we need to make our way there. Could you give us directions?”

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"Roland, didn't they teach you any manners in Bible school? Let's not pepper the barkeep with questions before we've had a chance to enjoy the fine dining here at The Restless Bear."
"The house finest for the table, Birdy, and a shot of whiskey for the preacher."
Ne'erduwyl tosses a few silvers on the table, to pay for the food and drink.
"Oh, and if you have any good stories about why they call this place The Restless Bear, or this Cannibal's Grove that everyone talks about, we'd love to hear. We're just a group of travelers, interested in local legends."
"It twas where the old Famished Shaman worked his blasphemies.”

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Diplomacy DC 15: 1d20 - 2 ⇒ (16) - 2 = 14
The Armenian Man's whimsically odd and indirect manner apparently doesn't make the best impression on the woman, and he's unable to influence her. Though, maybe, it might put her in a better frame for influence by someone else. (Use as Aid Another on someone else's roll.)

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We have the directions, let's go!
Once directions have been given, Ne'erduwyl abruptly places her utensils on the table, having no intention of finishing the foul grub, and makes her way out, expecting the others to follow her to Cannibal's Grove to retrieve the magical lantern.

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I will assume that you all, maybe with a little prodding from Neerduwyl, but you all eventually go.
Crimson thistles have overtaken this clearing, punctuated by a ring of mossy standing stones. In the center, a neglected stone slab bears ancient stains and gouges.
There are two green sections at the bottom of the map by the ring of stone, go ahead and place yourselves there. Once that is completed, I will continue on.

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Would someone be so kind as to put my picture in any of the squares on the right green section? I’m happy with any of them. Thanks.

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Graktul pauses outside the ring of stones readying his heavy flail and looks around.
Has to be some reason the locals avoid this area.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

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Ne'erduwyl follows Graktul's lead in being weary as they approach the circle. She also casts detect magic, hoping to find the magic lantern...or any other surprises the famished shaman might have left.
Perception, Ne'erduwyl: 1d20 + 10 ⇒ (12) + 10 = 22

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The Armenian Man is delighted to find the circle of standing stones. So many fascinating things happen around such places. What a treat!
Perception: 1d20 + 8 ⇒ (11) + 8 = 19

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Ne'erduwyl will continue to concentrate on her detect magic spell, trying to tell the difference between the magical aura from the lantern and the natural aura of the place.
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.