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"Watch my back. If I grab that leather, someone be ready to cut that undead bastard down!" Hagrym slowly approaches and takes the piece of leather.

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Hagrym tentatively moves toward the corpse, slowly approaching. Suddenly he grabs the leather and snatches it away!
The corpse does not move.
The leather bears a scratched inscription: 'Damn Thanien. Drowning in a desert. Ain't no way to go.'
As you move into the room, you notice a well-made scimitar laying by the statue in the middle of the pool, as well as a wand and a wayfinder in the water. In addition the corpse's belt looks remarkably well-preserved.

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"This all seems too fishy to me." Hagrym casts Detect Magic on the items, trying to see if some random magical aura exists, which might tip him off to a possible trap.

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The wand, wayfinder and belt all glow magically delicious.
The corpse looks as if it died of starvation.

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Karos carefully loads his musket and primes the pan. This whole area is making him nervous. He then looks carefully about him.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26

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Hagrym tells the others what he saw, and slowly strode toward the magical items. "Someone's got to be the sacrificial lamb, don't they?"

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Rekgar holds out his hand to stop Hagrym.
"I'll do it instead."
Moving swiftly and picking up the items in question before bringing them back to the party for identification.

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Only one of the items, the belt, is on the corpse. The wand and the wayfinder are in the pool, which looks around 6 feet deep. Are you going in the pool?

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Rekgar goes into the pool to retrieve the items but first looks around to check for anything suspicious in the pool and at the carvings.
Perception 1d20 + 9 ⇒ (10) + 9 = 19

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As Rekgar goes to leap into the water, he stops just shy of the pool. Something in the water moves, a shape amongst the ripples. It looks vaguely human.

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Hagrym holds his water, so to speak, waiting for any angry or violent reaction from the water person before attacking.

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As Rekgar moves back, a vaguely feminine humanoid shape made entirely of water slides from the surface of the pool to sit on the statue's base. So far it hasn't made any threatening moves. The figure makes some sounds that sound like water gurgling at you.

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The figure leans forward and burbles back at you. Her 'face', such as it is, and her posture seem surly.

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Rekgar bows to the figure and gives her/it a greeting.
"Peace to you, watery one. I don't suppose you could speak in a language I would understand?"

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The water-woman burbles and points toward the wall with the mural of the half-fiery man.

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"I assume you would like us to examine that mural?" Rekgar continues on politely. Showing his hands that he did not intend any harm. Rekgar moves to study the mural.
Diplomacy 1d20 - 2 ⇒ (13) - 2 = 11

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Diplomacy Aid Another 1d20 - 1 ⇒ (12) - 1 = 11
"Don't get mad, missy. We're having a bit of a problem figuring out what you want. Give us a bit, and we'll work it out, I'm sure."

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The water-maiden seems to calm a bit as the sound of your voices becomes calmer, more soothing.
Staring at the wall, you realize the mural depicts Nethys, the god of magic. You see the following image.
Linguistics, Knowledge Religion and Perception checks, please. Also, please note if you speak Ancient Osiriani.

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Perception 1d20 + 9 ⇒ (8) + 9 = 17
Know. Religion 1d20 + 5 ⇒ (20) + 5 = 25
Untrained Linguistics roll 1d20 ⇒ 10
Do not speak Ancient Osiriani.

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Hooray! Someone made the terribly high DC to get the clue!
Hagrym peers at the mural for a moment before realizing that something is off about it... Link to the clue!

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Rekgar pores over the mural.
Perception 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge (Religion) 1d20 + 6 ⇒ (8) + 6 = 14
Linguistics 1d20 + 2 ⇒ (10) + 2 = 12
No Ancient Osiriani

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As Rekgar pours over the mural, he notices a slim line running through it. It looks like a concealed secret door.

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As soon as you begin to examine the door, the water-maiden begins hissing and the water of the pool begins bubbly threateningly. She hisses and points at the mural.

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"Our friend wants us to look at the mural. So What exactly do you want us to look at? Stay away from the hidden door first. I'm not sure if the Sappire Sage had this in mind. Don't we have something to translate these ancient Hieroglyphics? I seem to recall we did...." Rekgar holds up his hands in acceptance and resumes looking at the mural.
Hmmm Rekgar ponders the puzzle before him.
Oh gods, I had to type out the whole thing..... I could be wrong though but I think I solved it after typing out the whole thing. <x_x>
The following are common translations of the cartouches found near the image of Nethys.
• The staff paired with the sun represents the release of power and the ability to destroy enemies. Literally, “Destruction.”
• The ankh over rising bread represents prosperity and abundance.
• The ankh before the arch represents protection of the land or home from enemies. It can be translated as “Rune.”
• The scepter paired with the Ssun represents the control of power and its use in preserving the land. Literally, “Preservation.”
• The Man before the scarabs and cobra represents the knowledge of death and its many forms.
• The eye over water represents the knowledge of the world.
Hieroglyphics on the Nethys’s Whole Side:
1) The staff paired with the sun represents the release of power and the ability to destroy enemies. Literally, “Destruction.”
2) The ankh over rising bread represents prosperity and abundance.
3) The ankh before the arch represents protection of the land or home from enemies. It can be translated as “Rune.”
Hieroglyphics on Nethys’s Burnt Side
I) The scepter paired with the Ssun represents the control of power and its use in preserving the land. Literally, “Preservation.”
II) The Man before the scarabs and cobra represents the knowledge of death and its many forms.
III) The eye over water represents the knowledge of the world.
After studying it, Rekgar tries to remove (1) from the whole side and change it with the (I) on the burnt side.
If they can't be moved, I'm out of ideas.

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Rekgar hesitates for a moment, then he pries at the Destruction glyph and the Preservation glyph. They pop free into his hand and he replaces them in the opposite slots. There is a moment when he holds his breath, then a grinding noise accompanies the secret door opening.
The rich scent of palm wine, cinnamon, and myrrh fills this magically illuminated storehouse. Each wall has deep slots filled with papyrus scrolls. A white-and-black marble altar enveloped in faint wisps of faerie fire sits squarely in the center of the room. A ladder to the south leads up to a walkway, with more shelves and a golden sarcophagus.

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Lol, I would have never gotten that solved, Rekgar! Great job!
Hagrym steps to the fore, grabbing his sword with both hands. "Look carefully everyone. No telling what might be in here..."
Perception 1d20 + 9 ⇒ (9) + 9 = 18

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Nothing seems to pop out immediately to murder you. You notice that the scrolls are preserved quite well, and the chest seems to be closed and in good shape as well. A book sits on a small shrine next to the sarcophagus, its cover inscribed with more hieroglyphics.

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"Remember, we are looking for a sage jewel in here. That chest looks like a good place for one to be hidden.". With that, Hagrym heads toward the chest, examining it closely.
Perception 1d20 + 9 ⇒ (14) + 9 = 23

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Rekgar joins the rest in examining the book, using the notes that Amenopheus gave to them.
I assume Linguistics, using notes given to us +4, would also like a guidance if possible. 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19

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The chest is untrapped and unlocked. Inside you find five bottles of holy water, a stack of ancient platinum coins, five spell component pouches, and three scholar’s outfits in red, yellow, and green, cut in a style common millennia ago.
As Rekgar and Quinton examine the book, they discover it to be a manual for the use of the sarcophagus. It seems that the sarcophagus will allow any corpse placed inside to be contacted via a speak with dead spell. The corpse can answer 4 questions. They determine how to trigger the effect.

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"Should we put some of those corpses on there and ask them about the sage jewels? Maybe they know something about where it might be located."

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"That be a good question as well. May I suggest if we find out something about the water guardian there? Having something like that behind us makes me uneasy." Rekgar requests.
"Also Maybe the means of creation and storing of these Sage Jewels might be useful to Amenopheus." adding on one more point.

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Hagrym will exhale and walk to the closest most recently deceased corpse. "It's nasty business all right, but I intend to complete my mission. Easiest way is to do a bit of voodoo it seems. Anyone object to this other than Gaius?"

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Well done with the clues, Rekgar!
"Nope," says Karos. "Who says it has to be dark magic? Being dead is a mighty boring business, I assume. Maybe they'd look forward to the chance to speak with the living? And if not, they've got a really long time to get back to being dead. Do it."

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Hagrym waits for everyone else to chime in, and assuming the majority is to proceed, he dumps the corpse on the dais and waits for one of the guys who read teh process mechanism in the book to start off.

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Rekgar tries to activate the mechanism following the instructions of the book. He'd also relay the questions and ask his own if no one else is asking.
The means of creation and storing of Sage Jewels.