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"Given what we have seen so far, it only stands to reason that there are more undead. Take care when disassembling the barricade. We may find that we'd benefit from its use." Fethril then casts a spell before surveying the area.
Detect Magic
Perception: 1d20 + 15 ⇒ (8) + 15 = 23
Do we want to take the time to apply the weapon blanches now?

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I think the blanches are best applied to arrows, so you get 10 attacks for each blanche instead of 1. And you don't use them up on regular attacks before you need them.
Merisiel will take the stairs up to the bridge over the doorway we came through. She'll approach quietly and try to stick to cover.
Stealth, Heroism: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Perception, Heroism: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 +2 vs traps

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We split up the arrows. Merisiel has Fethril's bow; Kelris, James, and Morka have bows. So if there is something incorporeal, everybody can attack it simultaneously rather than one person with all the arrows whittling away at it. Kelris, James, and Morka each get 2 ghost salt arrows and 2 silver blanche arrows, with Merisiel getting 4 of each.

GM Fez |

A small enclosed guard post above the gate offered protection from the elements. The wooden doors are loose on their hinges and are only stopped by falling because of Merisiel's care. A stone cabinet served as a weapons locker, while a tarnished bronze brazier dominates the center of the room. Inside the stone cabinet are 5 +1 seeking bolts.
The last thing to look at is the large pair of doors. After a fairly thorough inspection your group determines there are no traps or hidden surprises waiting for you. The doors are on incredibly well balanced hinges and open fairly easily.
A profound quiet has settled over this timeworn hall. Elegant stone columns line the passage, and hieroglyphics and colorful art depict scenes from a distant age. A small wooden door stands at the east end of the hallway, while a larger door leads south. The sound of steady splashing water is audible through an open passageway to the north, and large stone doors lead outside. One of the pillars has collapsed, and a crushed human corpse lies pinned underneath. The distinctive shape of a wayfinder peers out from under the body’s hand.

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Perception: 1d20 + 5 ⇒ (18) + 5 = 23
"They all have a specific gem on their crowns. Emerald, Topaz and Ruby" Kelris points out. "A Wayfinder? So he is from the Society." Kelris says picking the item up and looking the pillar over.
K Engi: 1d20 + 5 ⇒ (7) + 5 = 12

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History: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 15 ⇒ (18) + 15 = 33
"Ah! It seems we have stumbled on to something important here. See this..."
Shares the spoilers with the party.

GM Fez |

The corpse is holding its broken wayfinder. The inside is engraved with a scarab and an inscription that reads “Congratulations, Asha. —V.L.” Most of her backpack is crushed, but a steel canister managed to survive. Opening it reveals an oil and a stone.
Going through the door to the left.
The relaxing splash of water echoes throughout this tiled room. A large, pristine pool occupies much of the chamber, and a statue of a warrior-maiden serves as the centerpiece, endlessly pouring water from an ornate jar. A large carving on the east wall depicts a frightening man who stares at the viewer, with half his body burnt and ruined and the other half young and healthy. A withered corpse lies in the northwest corner.
The carving has three cartouches on either side of it with hieroglyphics in Ancient Osiriani. They look like they can be moved and swapped without much issue. I need to get you guys a picture I forgot to take of the scenario, hopefully sometime tonight.
For the following check, if you can read Ancient Osiriani you get a +10 bonus and can attempt it untrained.
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.

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Perception Aid: 1d20 + 5 ⇒ (19) + 5 = 24
wisdom to aid heal: 1d20 + 1 ⇒ (5) + 1 = 6
Kelris moves about the room, keep his eyes and ears open for any danger. "An odd place for sure."

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Spellcraft {identify items}: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Religion: 1d20 + 9 ⇒ (5) + 9 = 14
Perception: 1d20 + 15 ⇒ (20) + 15 = 35
Heal: 1d20 + 7 ⇒ (6) + 7 = 13
"STOP! Do not touch the stone. There is a strong curse laid upon it. The oil is safe. In fact, best to use that now. It will last our entire time here. It temporarily enchants a weapon with magic. It should make the weapon both more accurate and more deadly." Feel free to open the Spellcraft spoilers
"Ah! Now things get interesting. The Eye Who Sees All. Nethys. Let me explain everything to you. It's the only way to make sure you appreciate the magnitude of all the elements." Share the Religion spoilers
"Do any others feel a slight ...breeze? It is faint. There must be a passage here, though there does not seem to be a catch or release for it." Fethril's eyes sweep over the pool. "That's odd, there is a counter current ini the fountain. BY THE STARS! It's an elemental."

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He takes a step toward the creature, "Do you speak common? The elf asks the same question in a variety of languages.
Will ask in all the languages I speak: Abyssal, Common, Draconic, Elven, Gnome, Sylvan
The Nethyn pulls a pinch of soot and salt and sprinkles it over ears as he mutters a quiet prayer.
Comprehend Languages {30 minute duration}

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"Isn't it wonderful having such an accomplished elven scholar with us? Fethril, your knowledge is most extensive."
Heal: 1d20 + 1 ⇒ (20) + 1 = 21
"Hmm, this man seems to have died of starvation. Was here a long time, by the marks on the wall. Cursing his comrades for leaving him to drown in a desert? Perhaps our watery friend here can explain."

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Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23
Religion: 1d20 + 7 ⇒ (18) + 7 = 25
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Heal: 1d20 + 1 ⇒ (1) + 1 = 2
"You're right Merisiel, but it also means that we aren't the first ones here. Afterall, this place is aptly named 'Seekers Folly', we should be careful." as he also cast's comprehend languages on himself to see if e can understand the water elemental.
He asks' Fethril a question. "Where did you study, oh Scholar of Scholars? You seem to know quite a bit about most things. Even myself, who finished bard school, am not versed in all of these fantasies. Nethys is a very fascinating diety, are his teachings really this sacred?"

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Kelris lets the more scholarly amoung them do their thing. "James I guess we just watch that elemental and that corpse there to make sure they don't come back and attack us. Do you want that oil that Fethril talked about or do I?" Kelris asks his brother in arms
Roll off?: 1d20 ⇒ 14

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James smiles at Kelris, "I think sometimes it's just better to be the big brute everyone ignores until they are in trouble, unless we ARE the trouble. I believe your weapon is already magical and mine is not so I might be better off with the oil."
1d20: 1d20 ⇒ 14

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"Yes, well, I am certain your little bard school is a challenge for those unable to undertake true arcane training. The academies of Kyonin are somewhat more. The knowledge accumulated over the millennia would take lifetimes to master...elven lifetimes. By that measure, I still have much to learn. However, in the mundane world of the shorter lived races my training is vastly superior and has, of course, served me well enough."
"As to the sacred nature of Nethys? All knowledge is sacred. Some important to all, while other pieces only hold value to a few. Think of your greatest secret. For whatever the reason, it is important to you. It holds value. While it may hold some interest to others, it is unlikely that particular piece of information would be of real use to many others. The All-Seeing Eye shares in your secret, draws power from it, and will forever know it." The elf points a finger toward the bard as he continues his lecture. "Nothing is more sacred than knowledge. It is what allows for everything. This structure we stand in, the language etched into the walls, all based on the experience of the craftsmen and educators that predated these works. Every passed down tradition, every grandmother's special recipe, indeed, even every song at your school, every note, all of it exists due to the ability of one generation to pass their experiences on to the next. Knowledge is more than a tool, it is a gateway to immortal legacies. We may never know the inventor the wheel, but thier knowledge has effected lives across the globe. Nethys allows for that to happen."
"Yes Mr Tuxx. I would say that he is sacred. Can anyone actually say he is anything less?"
Fethril moves away, his harangue complete. He draws out a small pearl from his pack. He grpis it tightly in his fist as he whispers a mantra several times. His sharply snaps back, as if he had been struck. He then slides the ocean-born stone away.
Using Pearl of Power to recall Bless

GM Fez |

The water elemental speaks in a burbling stream that sounds like nothing more than brook spilling over its borders. After Fethril and Morka cast their spells the water elemental sighs and repeats herself. "I said of course I understand your silly languages. It's not my fault if you can't understand mine. Now don't do anything reckless."

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You can have it, I didn't realize you didn't have a magical weapon.
"That is true, they always seem to come back to us. Fethril may be good with spells but would crumple under a blade even being swung by him to hard I would think." Kelris Smiles. "What does the Elemental say?"

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"Apparently, Kelris, your reputation precedes you. She warns against reckless behavior."
The mage turns towards the elemental, "Yes, I would agree. My training should cover all the elemental languages. A failing by my mentors to be certain. I shall endeavor to correct that in the near future. When it comes to being 'reckless', would it be possible for you to be more specific, I would hate for there to be any misunderstanding between us."
Diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24
"If I recall correctly, elementals are usually bound for a limited time or until a specific task has been completed. What is preventing you from leaving?"

GM Fez |

The water elemental's 'eyebrow' quirks. She clearly did not expect conversation and she leans forward rather eagerly. "I am bound to this room as one of its guardians. The Jeweled Sages kept me here as a source of fresh water in something they called 'a vast desert'. My name is Sellana. This," she waves at the column in the middle of the pool, "is Stoney. She doesn't move much except when people need to be fought. And that," she points to the corpse, "was Kiras. I don't know why he died. He was the only person I had to converse with for so long..."

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"It is a pleasure to meet you Sellana. I am Fethril. My friends and I have been sent to explore this place by Amenopheus himself. He believes himself to be the last sole surviving member of the Jeweled Sages, protectors of Osirion’s history and chroniclers of its past glories. He has heard of the possibility of others, a 'Diamond Sage'. Know you anything about this sage? As we are working for the only known member of the Jeweled Sages, it stands to reason that there is a possibility that we could relieve you of your task. Is 'Stoney' also bound by The Sages? Are there any others entities nearby?"
"And, if I may ask Sellana, what are the terms of your guardianship. I would hate to end our conversation by accidentally starting a conflict. The same goes for Stoney. Indeed, does your companion understand all we are saying? We do not want to fight them either."
Fethril is being honest with his reasoning on being able to set her free, so not Bluffing. I know its a stretch, but it might be possible to send her home depending on the wording of her mission.

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Morka quickly takes out a quill and paper, and begins to jot down notes. "Uh-uh. Yep...uhhh huh. How fascinating! My friend Fethril speaks the truth. I am Morka the MMMMagnificent, and we are on a journey together."
He waits for his more learned friend to finish, and asks a questions. "We were told this place is truly significant to the Sages. Are you able to tell us more about this place's history? We are all so eager to learn!"

GM Fez |

Sellana perks up when Fethril mentions that your group is working for the Jeweled Sages. "If anyone damages the area, opens the archive door without solving the puzzle, or steals an object from the fountain I am bound to attack. The same is not true for what Kiras was holding. Stoney also falls under these terms. I don't think she understands. As I understand it, she is a construct built to be guardian here. I may not be the best source to explain this place's history, it is not like anyone really talked with me all that much before this place was abandoned.
But here's a place that can help you. The archive, just beyond this puzzle door should have plenty of information. I think you get in by manipulating something on the wall. In addition I can explain a bit about the rest of this facility. Nearby is an empty storeroom, attached to the grand hall. Then comes a large cavern with a bridge spanning it. I've heard it is quite beautiful to behold. After that is a short hallway and then the gathering hall, where the sages would gather regularly with visitors."

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"Nah, come with us and have our backs. Hey Fethril, can we go and check out the puzzle door? It sounds so cool doesn't it? I really wanna go, please?" as he begins walking out.

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"Sellana, are there any stipulations as to who can solve the puzzles or how many attempts one receives? Also, I am going to cast a spell to help me view the chamber for safety reasons. This is not an offensive spell of war."
Fethril takes a moment to scan the area for mystic energies.
Detect Magic
Depending on her answers, I am assuming we can all go check the puzzle.

GM Fez |

"Just don't force it open."
Fethril's magic reveals the sword in the base of the column is magical, as well as two things at the bottom of the pool, and the belt on Kiras' corpse.

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Spellcraft (Identify Properties (elf)/Guidance): 1d20 + 9 + 2 + 1 ⇒ (20) + 9 + 2 + 1 = 32
I had a hunch that would happen
Confident he understands the nature of what the room holds, Fethril informs the team about his discoveries. Feel free to open the first three spoilers
"Sellana, you say that WE cannot remove items from the pool. Is there anything preventing YOU from retrieving them for us? The small metallic box there is called a wayfinder. It could possibly establish Kiras as one of our members if it could be examined more closely. This may be important to our organization The belt too may be of some interest."
Regardless of the answer, the divine arcanist moves to the puzzle door.

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I wasn't sure if Fethril and Morka were translating everything the elemental said. But I assume so?
"If the rule is that we cannot steal items from the pool, can we buy them? Perhaps in exchange for a service? Or, as Fethril suggests, can you give them as a gift?"
Merisiel also takes a look at the puzzle door and tries to ascertain what needs to be done.

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Spellcraft Aid?: 1d20 + 6 ⇒ (14) + 6 = 20 - are we able to assist?
"I think we should obey our hosts wishes, and leave this loot here. We all have equipment we cherish, and this year seems standard for most adventuring folk. I doubt we will find any dragons here."

GM Fez |

Yes, you can aid.
"Oh! That is an interesting way to get around the commands that bind me to this place. Here." Sellana sinks down into the pool of water and disappears from sight almost completely. The two objects at the bottom of the pool begin coming up and are gently placed into your outstretched hands. She then moves over to Stoney and gently removes the scimitar from her grip, placing it just outside of the pool. "This is good, I don't feel the need to attack you."
As far as the puzzle door goes, Morka has deciphered the cartouches on either side of Nethys. You don't need a picture to do the puzzle with those descriptions, I just keep forgetting to take the snapshot and get it into my drive from a computer that lets me do so.

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Oh yes. I have done this one in Standard and the puzzle is coming back to me now. So Merisiel will poke around, cheerlead, and keep an eye out for trouble. And if the party gets stuck she'll give a nudge.

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Sellana, thank you. Is there anything we can do for you? Are you certain there is no way or condition to end the service you are bound to? You must get very lonely."
So, with the aid, that frees up the last spoiler. So, we will NOT make use of the belt then.

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"What is wrong with the belt?" Kelris asks taking the Sword from the elemental.
Fethril is so nice to the elementals and a jerk to the rest of us haha, That Sword is work 8315 gold.....

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You guys are just so temporary live so briefly, like goldfish. An elemental, on the other hand, is tied to the cosmos on a planar level. The potential insights, knowledge and/or wisdom are priceless. And besides, I don't want to fight an elemental!
With absolutely NO referral to Morka's critical insight, "Casual inspection shows it to be of some benefit. However, fortunately for you, the All-Seeing Eye watches over us. I noted parts of the aura that show the belt actually interferes with the user's natural fortitude, turning it against him. This serves to weaken the immune system and compromise the overall health of whomever dons it." Fethril pauses for a moment as he sees no more than a glassy-eyed look from his 'peers'. "It will make you sick and easier to kill."
I swear, sometimes its like trying to teach the rain not to fall. Utterly helpless, the whole lot of them.

GM Fez |

"I am here to serve the Sages. They did not inform me what conditions would end my servitude and so here I stay. Yes, this all is a rather lonely vigil. Perhaps, if you wouldn't mind, come back after you're finished exploring and share some stories of your travel with me. That would be most agreeable."

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As if suddenly reminded, "The other team!" He spins back toward the elemental, "Has another group arrived recently? We have heard a rumor that bandits were on their way. We hoped to prove faster. If they are anything like others I have met, you may yet have to defend this room from intruders this day." Fethril races to the door and begins to study the puzzle door with the others.

GM Fez |

Sellana shakes her head, "No one has arrived since Kiras passed on. Beside you, of course."
Here's the translations for the movable cartouches around 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.

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James looks at the puzzle and asks Fethril, "Do all of those little pictures represent things Nethys stands for.?"

GM Fez |

I realized why I'm silly. The picture shows you which hieroglyphics are on which side. By the time I realized this my power went out for the night, so I'ma describe things. Geez I feel stupid.
On Nethys' whole and hale side:
The staff paired with the sun
The ankh over rising bread
The ankh before the arch
On Nethys' burnt and ravaged side:
The scepter paired with the sun
The man before the scarabs and cobra
The eye over water

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Morka carefully studies the puzzles, and sketches some notes in his book.
Inteligence: 1d20 + 1 ⇒ (6) + 1 = 7
Morka nods, with James. I think You may be right, James. One side clearly denotes destruction, while the other life. Am I reading into this right, Fethril? We should Definately swap the sceptre and the staff, as well as the man and the ankh over the bread.
I think likes 1 should swap, and also lines 2 should swap.