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Yes, if I can. What rolls can I do? Int checks (since I don't have linguistics)? Any knowledge?

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Targrim wanders of to join Pierre in studying the petroglyphs. Wondering if he would know any of them from his studies.
kn:Religion: 1d20 + 6 ⇒ (9) + 6 = 15 maybe, but doubtful

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Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Knowledge (Religion): 1d20 + 5 ⇒ (14) + 5 = 19

cuatroespada |

That's enough successful rolls to dechipher them all.
With Targrim and Pierre's combined religious knowledge and some very astute observations from Oswald, you manage to decipher the few legible carvings. They appear to focus on parables from the History and Future of Humanity, the principle holy text of Aroden, but the sections of the holy text depicted are slightly different than those that appear in the known version of the History and Future of Humanity, suggesting that these might represent an earlier version of the work.
The Artist is depicted painting murals on the walls of impressive buildings, associated with Aroden having painted the city of Absalom with beautiful colors so that it might awe all who visited.
The Hunter is depicted slaying a giant serpentine creature and then parading a trophy through the city streets—a sign to all humanity that the wilds are safe to inhabit once the monsters are slain.
The Scholar is depicted writing on a piece of parchment and then reading from it to passersby, just as Aroden was said to smile on those who recorded history and other knowledge to share it with others.
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.
As you continue through the tunnel at the far side, 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.
New map is up. Can you please put yourselves in the narrow area in the middle in marching order headed south?

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Pierre follows his half-orc colleague.

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To assist when our last two PC move their pics
When the passageway opens up to the larger cavern, Targrim stops to admire the beauty of nature for a moment, yet aware that sometimes beauty can disguise much danger.
perception: 1d20 + 3 ⇒ (15) + 3 = 18

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Perception: 1d20 + 3 ⇒ (2) + 3 = 5

cuatroespada |

As you continue through the tunnel at the far side, 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.
You notice a lone gillman kneeling in the water. He doesn't appear to have noticed you.

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Pierre follows Oswald and greets the gillman.
"Greetings! I am Pierre. To whom do I have the pleasure to speak?" he says, very confident in himself, while touching his chest when he speaks his name. when he does so, he uses his "touch of grace"
Diplomacy: 1d20 + 6 + 3 ⇒ (20) + 6 + 3 = 29

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Pierre nods at the gillman and walks closer to reach his position.

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Targrim continues to move forward, maintaining distance so as not to seem threatening to the gillman but to be able to respond if Pierre needs the help quickly.
He also continues to scan the surrounding area, checking the shadows with his darkvision for hidden gillmen in possible ambush.
perception: 1d20 + 3 ⇒ (7) + 3 = 10 -.-

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Pierre speaks again at the gillman, grinning.
"So... May I ask what this place is?" Then, he points at the small replica of city. "Which place is it?"

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pokes GM :)

cuatroespada |

As you approach, the gillman waves once in greeting then points to himself and then from his ear to his mouth repeatedly. As Pierre addresses him again the gillman watches his mouth very carefully. As Pierre points to the the model city, he nods in understanding.
"Absolom?" he shrugs, seeming to struggle a bit with the sound of the word as though perhaps he doesn't often speak or has never heard it spoken aloud.
Though it's only a DC 10 knowledge (practically any) check to identify the model city as Absolom, so you're pretty sure it is.

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To gillman:
"Waow, pretty model!"
To the others:
"This man doesn't seem very talkative. What should we do?"

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"Not sure he understands you Pierre, judging from the hand motions to his ear and mouth. Know any other languages to try?"
Targrim will move forward , while still maintaining some space, and use the 3 other languages he knows to try an talk with the gillman. Orc, Celestial, and Abyssal. All translations of "Greetings friend we mean you no harm."
My apologies if any of you speak these languages nothing inferred by their use. I'll be glad to move to something else if desired.

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Oswald nods at the Gillman and steps into the light as best he can. We all have our burdens to bear.
Oswald speaks slowly, doing his best to enunciate without overdoing it.
"Greetings, no need to apologize friend. We are from the Pathfinder Society, a group of explorers from the surface. We heard of the presence of Gillfolk in these caves and came to investigate. If there is any knowledge of value you seek, we would be delighted to trade."
Grah, I spent so long typing an extra space between all my words, too bad the Paizo parser takes them out.

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At the mention of Aroden being dead, Pierre stiffens and give the gillman a severe look.
"I guess you meant "disappeared God", kind sir." says Pierre, almost impolitely.

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Hoping his tusk don't interfere with the gilman's interpretation...
"Corruption? affecting the power of Aroden, this cannot be a good thing. Can you tell us further of the corruption affecting the caves?"

cuatroespada |

"Perhaps I misspoke," the gillman says, returning Pierre's look with a passive stare. "It was not my intention to offend you."
He turns to read the lips of the half-orc. "Some of my fallen brethren have been... defiled to the east, while living—but no less unfriendly—creatures have been encroaching on this sacred site from the west," he replies.

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Pierre smiles and speaks more calmly.
"Very well. Do you know anything about the petroglyphs in the entrance of this... chamber?

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"Can you say what has happened to your fallen brethren? Has a necromancer or some foul sort such as that taken residence in these caverns?"
Targrim asks trying to learn the extent of the dangers facing the group in these caverns.

cuatroespada |

Sorry guys. I typed up a response yesterday and hit send, but i think my internet was out so I lost the post and didn't realize.
"I wish I could tell you more, but you now know what I know," he says to Targrim. Then, turning to Pierre, he adds, "Regarding the carvings in the other chamber, they seem to be from an early version of the History and Future of Humanity. If I recall correctly, when Aroden built Absalom, he intended for humanity to make it a shining beacon of all he saw in them. My people did not build this alter. If any of your god's power remains in this place, this is likely the source."

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"Seems we have a choice of which way to go, East and help this fellow's corrupted brethren find their eternal rest. Would you assist in this endeavor. Or to the West to learn of the new danger facing this holy place. What say you?"
Targrim takes the gillman at his word, but watches him as well for his reaction to the options given to his companions.
sense motive: 1d20 + 6 ⇒ (15) + 6 = 21

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"I'm to slay the corruption from this place. Let's try to go East!"

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That's ok for me, Ghost :) "Thank you for your help, good sir." To the party: "Let's head East!"

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"Just in case...."
Targrim withdraws his bow, stringing it, and knocking an arrow as they begin to move down the eastern tunnel.
stealth: 1d20 - 1 ⇒ (11) - 1 = 10
perception: 1d20 + 3 ⇒ (13) + 3 = 16
Using his darkvision to scan any shadows ahead, Targrim hopes that the other scout spots any opposition before it spots him. As he clanks around like a walking silverware drawer.

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Is Targrim(front)-Oswald-Ghost-Pierre-Ther'al ok?
By the way, any news from Arknight/Ther'al?