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Kiyoshi helps himself to the wand of Cure Light Wounds, unless someone protests.
"Clearly our mentor is concerned for our well being."
Progressing through the caves, Kiyoshi records details of what they discover. As they approach the pit, the priest pauses.
"Swimming is not a skill I possess. Any suggestions?"

Standard Pregen |

Survival: 1d20 + 4 ⇒ (5) + 4 = 9.
Survival: 1d20 + 4 ⇒ (19) + 4 = 23.
"Well, the pit is at least a year old... hang on a sec..."
Pulling out a hammer and piton, Hans hammers the piton into the floor, attaches a rope to it, and then shimmies down into the pit for a closer look.
Assuming he is not immediately attacked by something, he gingerly picks up the bundle, then climbs back up.
"If everyone goes down, I can jump across, then drop the rope down on the other side to let everyone back up."

Jenya P. |

Oh yeah... Climb forgot that
climb: 1d20 - 1 ⇒ (4) - 1 = 3
climb: 1d20 - 1 ⇒ (12) - 1 = 11
Straining with effort, Jenya manages to get up on her second try. Gahh.. that first try was pathetic

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Reginald helps himself to a Tanglefoot Bag, unless someone else wants it.
"Not looking forward to going through this muck," says Reginald with some concern. He calls on divine guidance to aid his climb, and those of his companions. Casting Guidance as desired.
Climb: 1d20 + 3 + 1 - 5 ⇒ (4) + 3 + 1 - 5 = 3
Climb: 1d20 + 3 + 1 - 5 ⇒ (2) + 3 + 1 - 5 = 1
Climb: 1d20 + 3 + 1 - 5 ⇒ (16) + 3 + 1 - 5 = 15
Reginald takes not one, not two, but three tries to finally figure out how to maneuver in his armor.

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"Surely if Gillmen came this way, they do not all climb down a ten foot pit. There must be another way across."
Valandil looks around for any sign of another way to cross the pit, or signs of how the Gillmen get past here. He pays special attention to the walls, looking for ledges or hidden hand-holds.
"If Janira follows us we should leave a note saying we crossed here, or she may think we turned back.."
Noticing his companions acquirng the rest of Janira's equipment he quickly picks up the arcane scrolls. "To have handy in case they are needed."
Survival: 1d20 - 2 ⇒ (4) - 2 = 2
perception: 1d20 + 3 ⇒ (13) + 3 = 16

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On the other side, Reginald notices the plank and sets it up across the span. "Looks like they might have used this plank to get across. I imagine a nimble elf could manage it." Reginald is there to pull people up and across as they make the climb.

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Valandil crosses the plank, keeping his balance, and his clothes dry.
"I think we should leave the plank. If Janira is to follow us, she will need to cross the pit. The minotaur is too big to get in here, and even if it could squeeze, I doubt the plank would hold its weight"

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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. Only four of these parables are still decipherable.
Deciphering the images and writing is difficult because of their eroded state; a successful DC 15 Knowledge (history or religion) or Linguistics check is needed to understand one carved section. Alternatively, you can use Appraise or Perception with a –2 penalty. The writing combines Aquan and Azlanti, and you receive a +2 bonus on your skill check for each of these languages you can understand. How many writings you can decipher depends on your roll.

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Jeny is able to decipher one section of the text:
The Fisherman is depicted hauling in an enormous catch of small fish to take back to Absalom, illustrating Aroden’s declaration that a great host of creatures could accomplish a great task, whether that be taming the wilds or feeding a nation.
She can also identify that 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.
Even though Aroden disappeared or died over a century ago, these caves store a hint of his divine magic (like a wand with a single charge left) that can impart a minor Blessing to those who perform a short series of rituals based on the parables.
I'm going to tell you later where you have to complete the ritual.

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Valandil looks at the carvings with great interest. "Of course Aroden was a human hero, but still. I'm sure these are of historic interest. Though why Gillmen would be interested in them...?
knowledge of history: 1d20 + 9 ⇒ (15) + 9 = 24
He takes out the little map he has been drawing of the cave, and copies down a couple of the carvings. Noting where the fisherman story varies from the traditional version.

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Valandil also looks at the petroglyphs to try and identify information about them, sharing it with the party as he goes.
knowledge(geography or history or religion or even arcana) 1d20 + 9 ⇒ (20) + 9 = 29

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Valandil is able to decipher the other three carvings on the walls:
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 Farmer is depicted plowing four lines in a field, retelling Aroden’s prophecy that humankind would prepare the rocky earth for planting and over Generations wear the pebbles down into fertile soil.
The Soldier is depicted bearing a lantern through the streets of a city, following the dead god’s prophecy that the vigilant shall carry light to the darkest corners of the world to banish the shadows.
On the other side of the hall you can see a tunne leading to other parts of the cave.

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Apologises for being absent the past few days. I was running a weekend PFS event and it utterly dominated all of my time.
History: 1d20 + 6 ⇒ (16) + 6 = 22
Religion: 1d20 + 6 ⇒ (9) + 6 = 15
Despite recognising the symbols from both a religious and historical standpoint, Kiyoshi remains quiet, instead listening intently to Valandils description and explanations.

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You continue past the tunnel without traps or other unusual things.
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.
Here the cavern’s ceiling stretches 20 feet Overhead and is crowded by dozens of stalactites, some measuring 10 feet long from base to tip. Despite the impressive geology, the cave’s focus is the sloping, 15-foot-deep pool and its tiny city.
the diorama as an intricately detailed model of Absalom, easily identifiable by its Starstone Cathedral. This representation of the City at the Center of the World and the Inner Sea also acts as an altar to the dead god Aroden that retains enough power to bless a few more pilgrims.
Kneeling in the water is a lone gillman pilgrim.

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Valandil gestures to the diorama. "That is Absalom." he says in a somewhat condescending tone of voice. "Interestingly it also acts as an altar to Aroden. I wonder what happens if you pray at the altar of a dead god?"
He looks to Reginald. "You are best equipped to open discussions with the Gillman. Some people say I am abrupt."
if Val takes 1 he still hits the DC

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To complete the four rituals you need to do the following:
To complete the Craftsman’s ritual, you must fashion a very simple object with a successful DC 5 Craft check and place it in the miniature city; this area has a few stones and a small amount of clay that the PC might use in addition to anything he has with him.
To complete the Fisherman’s ritual, you must snatch one of the blind cave fish that swim in the pool (requiring a successful unarmed attack roll against AC 15) and place it in the miniature city.
To complete the Farmer’s ritual, a PC must use a finger, a scabbard, or another object to form at least four furrows in the gravel near the pool.
To complete the Soldier’s ritual, a PC must place a torch or other light source in the city. It is possible to prop one of the nearby torches between several of the miniature buildings, and an object with a light spell cast on it also suffices

Standard Pregen |

"Agreed, it would probably be best if someone other than myself speaks to him, as well - when it comes to diplomacy, I tend to rub people the wrong way..."
Hans then shrugs, and moves to complete the rituals:
Picking up some clay, he crafts a crude representation of a horse, and places it within the walls of the city.
Craft(sculpture): 1d20 + 0 ⇒ (10) + 0 = 10.
Moving over to the pool, he goes fishing.
Fishing: 1d20 + 6 ⇒ (18) + 6 = 24.
In the gravel near the pool, he uses the hilt of his greatsword to create four parallel furrows.
Moving over to one of the torches, he picks it up, and props it between two of the miniature buildings.

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Reginald calls on divine inspiration casting Guidance and approaches the lone gillman, weapons stowed. "Hail friend. Don't be alarmed, we are here to explore these caves and pay our respects to Aroden. What brings a pilgrim like yourself to this altar?"
Hoping Reginald can take 10 on this to get 20. But if not...
Diplomacy: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11

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Taking 10 is ok.
You completed all four rituals and you can feel the magic in the caves. For completing the craftman's ritual you all get a +1 competence bonus on Perception checks to find hidden doors and concealed objects. For completing the Farmer's ritual you get a +1 luck bonus on Fortitude saves against poison. Completing the Fisherman's ritual grants each of you a +2 insight bonus on a single combat maneuver check made over the next 24 hours. For Completing the Soldier's ritual you are granted a +1 insight bonus to AC if she has taken damage since the start of her last turn.
The gillman is not answering to Reginald's questions. He seems to be deaf.

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If the gillman is deaf, I guess it makes perfect sense that I rolled a 1!
Reginald examines the gillman carefully. Is he alive and moving? Does it look like he's praying or meditating or is he really deaf?
If he seems truly deaf, Reginald will try to get his attention by standing in his field of vision and giving a friendly hello. If it seems like the gillman is praying, he will apologize for disturbing the man and wait patiently for him to finish.

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"Thank you, good sir. We can tell this place once had powerful magics, but they are fading with Aroden's passing. We've seen many of your kind here - are you all merely pilgrims to this shrine? What else can be found in these caverns?"

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Valandil does his best to look pius, attempting to assist Reginald's interaction.
He does take a long look at the city though, trying to guage how old the model is.
How long to the bonuses last? Forever?
aid another (if required) 1d20 - 1 ⇒ (11) - 1 = 10

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Yes, we are all pilgrims. We seesthe pure waters of the spring as a sacred sign and treat this cave reverently. I don't know what else can be found in the caverns, we usually visit the spring only.
Reginald taking 10 on diplomacy
Reginald is able to change the gillman's attitude to friendly.
The bonuses last for 24 hours.

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With the ice broken, Valandil tries very hard to be polite, however the questions come out a bit more like an interrogation.
"How long have your people been coming here? Has this always been a place or worship to Aroden? Are there any other ways out of here? Are you followers of Aroden?"
He tries a smile as well, but it comes across somewhat forced. I'm always being told I have to smile more.

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Kiyoshi remains silent, watching Hans complete the rituals with some curiousity, while keeping an ear to the conversation with the Gillman.

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Oh, we don't follow Aroden. There is no reason for us to love the god of humanity, but the carvings on the walls seem to be very old. Maybe it was used as a place for worshipping to Aroden before we gillmen came. Over the past century, the carvings in the nearby room have weathered and melted, and I'm afraid that soon Aroden’s influence will have faded completely. I don't know any other ways out of here, we always use the same entrance, but there is fresh air coming from the western tunnel, maybe there is another exit.

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Finally joining in the conversation, Kiyoshi speaks up, ensuring he has the Gillmans attention so he can read his lips.
"What of the eastern tunnel? Do you know what is down there?"

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Valandil looks around the cavern for how many ways out there are.
He also tries to work out what is causing the decay in the carvings. Is it natural?
perception: 1d20 + 3 ⇒ (10) + 3 = 13
know-arcane: 1d20 + 9 ⇒ (12) + 9 = 21

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Valandil can see that the decay is natural. Most of it was caused by fungus growing over it and water running down the walls over hundreds of years.
He can also see that there are two tunnels leading to east and west and as the gillman said, airflow is coming from the western tunnel.

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"Thanks for your time sir," says Reginald. He then addresses the party. "Shall we head East first, since it may simply reach a dead end? "
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