Jerrik Payne
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Jerrik looks down at the cloth in the pit. Hmmm, could be a nasty fall if its ends up harder than you think. Jerrik then retrieves a 50' ball of twine and a grappling arrow and ties the twine to it. He'll then toss or lower the arrow down to the cloth, taking time to grab it with the hooks on the arrow and then pull it back up.
Assuming that works, Jerrik will then Detect Magic on the cloth after winning his prize.
Baru Stills
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Baru strides back wordlessly, then begins his run and leaps across the pit.
"Come, friends. Let's not let a pit get in our way."
Acrobatics: 1d20 + 8 ⇒ (3) + 8 = 11
Wow, just made it.
Jerrik Payne
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You could always take your armor off to make the jump, then drag the armor across, suggests Jerrik. Hmm, or you could just jump down there and climb back up, sure.
Kalivastri
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Hey guys, sorry for dropping off the face of the earth this weekend. I took a role in a play at the last minute to replace a guy who had to drop out unexpectedly and we open tomorrow night and I have a lot of lines to learn so I won't be able to post until Tuesday probably.
Gabriel Baudelaire
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Yeah, you should take it, Baru. It might not end up mattering here and now, but I'm all for the frontline full BAB class with s+#$ty Will and Fort saves getting some help with that.
DaWay
|
Assuming everyone makes it across safely and you delve deeper into the cave.
The tunnels continue on, leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. What must have once been beautifully carved reliefs and inscriptions have since weathered heavily, their features dulled and softened to the point that it is hard to distinguish what each once depicted. A wide tunnel exits the cavern on its far side, and blue-burning torches line the passageway’s walls.
The carvings here are different in style from the petroglyphs found elsewhere in the caves, and they date back to long before the gillmen explored this area. Scattered throughout the cave are inscriptions from the History and Future of Humanity, the principle holy text of Aroden, and images that depict these passages. The carvings focus on parables that feature Aroden’s 12 guises, meant to illustrate his hopes for humanity: the artist, beggar, craftsman, farmer, fisherman, hunter, merchant, scholar, shepherd, soldier, tailor, and thief.
Kalivastri
|
Kalivastri holds her glowing scythe up to give more light, and her eyes widen in wonder as she looks upon the ancient glyphs. "Suppose that the Gillmen are recording these as well? Maybe they are scholars?" she jokes.
Jerrik Payne
|
Why couldn't they be scholars? All races, even the most vile and evil, all have those among their rank that desire knowledge and the willingness to learn. Jerrik moves forward to look at the murals. I wouldn't be surprised if learning wasn't at least part of the reason these gillmen are travelling this far inland.
I wish I were better read myself. It'll be something I'll have to work on.
DaWay
|
4d12 ⇒ (9, 2, 3, 12) = 26
You are able to identify the depictions as one of the parables of Aroden. They are written in a combination of Azlant and Aquan.
The Beggar is depicted kneeling with an alms bowl
raised high, representing Aroden espousing humility in
all, lest they forget their shared humanity.
The Craftsman is depicted creating shoes, pots,
jewelry, and other moveable goods, referencing Aroden’s
delight at seeing his people express their ingenuity in
creating new products from raw materials.
The Shepherd is depicted herding animals out of
a crowded city to the pastures beyond, just as Aroden
blessed leaders with the foresight to direct people to the
tasks and places that best suit them.
the Thief is depicted stealing a gem from a
shop while whispering a prayer, an allusion to a passage
saying that larceny—though illegal—is a form of praise,
for anything worth stealing is also worthy of praise for
its craftsmanship.
The soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west.
Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.
Jerrik Payne
|
Nope, but this is interesting, don't you think? Jarrik points to the diorama. What do you suppose this is for? Some kind of altar? I've never seen anyone pray to a city before.
Gabriel Baudelaire
|
Gabriel looks again at the model city. "Yes, quite," he responds, "but as the only comment I can offer is on its sheer magnitude, there is nothing to be gained by the society from my further scrutiny. If you believe you can find something useful to us by studying this structure, though, I will be here to help however I can."
Flaern Daeltis
|
The elf pulls out pen and paper and does a quick sketch of the diorama, trying to catch the general shape of the represented city, the general lines of major roadways, and any significant buildings compared to the rest. "Off-hand I don't know where this is supposed to be, but we should be able to diagram it in detail later. Hopefully this rough sketch will help narrow the possibilities down for the comparison. This place is a marvel. There's no wonder the gillmen come here!"
Jerrik Payne
|
Jerrik looks on has Baru and Flaern take different actions to the same situation. Looking at the others he says, Well, we found a gillman. Now what?
Maherpa
|
Figuring that stealing some of the coins and trinkets from the model may not be the best idea under the view of a Gillman, Maherpa sighs and approaches the gillman.
Flaern Daeltis
|
"Yes, actually. We are curious about why you come here. We did not plan to interfere with your visit," the disapproving tone and glance at Maherpa are hard to miss, "but since we have, we would love for you to teach us what you will of your purpose here."
Diplomacy: 1d20 + 2 ⇒ (18) + 2 = 20
Worked almost as well as lying!
Gabriel Baudelaire
|
Gabriel also speaks up, hoping to assist Flaern in gaining the gillman's favor. "And we hope we haven't offended you. We are only here to learn."
It's probably unnecessary but...
Diplomacy to Aid: 1d20 - 1 ⇒ (11) - 1 = 10 Haha! Barely, but +4 to that Diplomacy check.
Jerrik Payne
|
Jerrik notices that the gillman has seen the cloak. Do you recognize the cloak? Jerrik will point at the cloak that the group had found while speaking to him. We found it, back there.
DaWay
|
The gillman points at the cloak it seems to match his outfit.
Uori, the gillmans name, breaks his silence and informs you that this site is sacred to the gillemn, It was once sacred to Aroden, the dead god of humanity over a century ago, the carvings in the nearby room have weathered an melted, and he speculates that soon Aroden's influence will have faded completely. However there are others here that are not as friendly as he. If you agree to help get rid of them I will help you decipher the writings.
Jerrik Payne
|
Jerrik says, We would love to learn more about the writings here in the cave. These "others" you mention, what type of trouble do they cause?