>>6113993If he's truly a mime, then it's best not to break their sacred silence. You come out with both hands up, signifying you mean no harm. The next part's a bit tricky - there's a half dozen sign languages in Gongalla, and you only know one (Goblin Standard) due to Auntie Echo being deaf. Here's hoping he understood the signs of 'friend', 'cave', 'fight', 'helper'.
Surprisingly, he nods, then replies in a different sign language. You were about to sign 'no speak', but then Valencio signs you 'west', 'military'. Ah, must be a military lingo, then? Through Valencio's translation, the clown was signing 'come', 'watch/look out for', 'hostage', 'file formation', 'go here'. Hmm, your theory that he's looking for the kidnapped clown kids might hold water after all.
Following his lead, your team proceed silently in single-file behind the clown, careful to not make too much noise. The cave's entrance engulfs you all in darkness - but your goblin ancestry negated that. You spend some time walking down the rough-hewn tunnel until a flickering light can be seen. The tunnel opens up to a chamber with a very conspicuous floor carving that lets you know that it's definitely the Singularity cult that owns this place. There's a couple of passages that lead further into the cavern - one has a bit of descending muddy floor that shows a lot of foorsteps headed that way, while from the other, some faint sound can be heard. Like someone talking, perhaps a sermon? A prayer? Or was it a voice strained through hunger? Then again, secretive cults love their hidden passages - could there be one here?
Other than those two passages, there are two crates in this chamber, filled with duplicated bone relics as evidenced from the one with its top open.
The clown seem unsure as to where he should proceed next.
>CHOOSE ONE>□ Take the downwards path with many footsteps>□ Follow that sound, could be a voice>□ Look for secret passages>□ Check the floor carving>□ Let the clown decide, reassure him>□ Other (fill in)