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As you can see, good sir, we are not with the authorities and we are not here to close your shop. By the way, it must be terribly awful to have your shop shut down. How can people come and see your wonderful items that you have for sale? We don't think you are poisoning your customers, why would you do that?? May I see what you have?
With that, Cizish blows about the room looking at all of the alchemical curiosities while also keeping an eye out for anything suspicious.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
Oh! I almost forgot! Tell us about this "demonic face" that you saw. That sounds utterly fascinating. It's really not fair that they shut you down...
Could I ret-con the purchase of some Detect Poison scrolls? 0-level spell for Cizish.

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@Cizish - re scrolls -- sure
Barboo's charm overcomes his initial hesitance and he lets you into his shop. A cramped, single-room establishment full of empty shelves, their contents obviously confiscated.
I truly didn't mean to do it, see, a disembodied voice spoke to me. It promised me power! I listened and want it, I'll admit, but then when I began to prepare the poison, it was like I could not control it. As if I was magically compelled. I love my customers I would never wish them harm. But I wasn't in control! I didn't mean it. Then I saw it, it was hideous! Bobbing there without a body and gruesome. He looks at you pleadingly.
And then sheepishly hands over the old book. A quick glance shows it is written in Ancient Osiriani.

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Barboo looks at the old book and reads what is written using a scroll of comprehend languages.
Thank you kind sir. Let me take a look at this journal. Lucky for me I can read Ancient Osiriani.
She tells the others what is written.

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As Barboo starts to read the book. It seems to be filled with notes on necromantic experiments.
The alchemist chimes in, I shouldn't have let you see it, it holds the secrets to immortality. He wrings his hands together.
Barboo continues to take a look at the journal. She feels it contains mere snippets of knowledge; nothing so profound as “the secrets of immortality”. What she finds is many references to ancient markets the necromancer frequented to procure supplies, as well as her service to the Pharaoh of Forgotten Plagues. There some notes on rituals and are also a few spells inscribed in the book, memory lapse, spectral hand, and pain strike.

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Ugh! What a disgusting book, Ms Barboo. I find necromancy to be quite distasteful, don't you agree? Mr Alchemy-man, maybe we should take this book from you and bring it to the authorities. I don't think it is something you should be keeping. By the way, is your name Mr Alchemy-man? What is your name!?! We never asked. I am Cizish Windwalker and these are my traveling companions. Ms Barboo is quite delightful, Mr Ollie is deadly with his bow and Mr Ulric is, well...just deadly! Now that introductions are done, why don't you tell us how you came to find this book and why people are accusing you of poisoning people. Oh! And when did you see a demon face?!?
Cizish continues to prattle on and doesn't even take a breath, let alone pause long enough for the alchemist to answer. Hopefully he'll answer to one of the others who are actually listening!

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Well I'm Sokari. The demon faced thing brought the book, he told me it was full of power and it seemed to be. It was more like a hideous bobbing head. It told me to poison my customer's and for some reason I did. Ohh...take the book. I have nothing, I am nothing! He responds to Cizish, clearly full of despair.

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Clearly you must have been under that hideous creatures control! Maybe with some more research we can prove you weren't yourself and then the authorities can circulate this knowledge, thereby restoring your good name. How did the creature contact you and relay this information? Did it go somewhere or tell you to meet again somewhere? Any information you can share that will help us find the creature is information that helps to clear your name!
dipomacy: 1d20 + 0 ⇒ (18) + 0 = 18

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Warming to Olli, especially with his promise of possible help. I'm sure that was the case. At first it just spoke to me, once I trust it, it showed itself. After I was ruined it just stopped showing up.

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Well Mr. Sokari, I am sure that had to be very scary. Did he come to your shop or did you meet him somewhere else? It seems he was indeed a hideous creature. What else can you tell us that will help us as we try to avenge what has happened to you.
Barboo speaks in a sweet voice trying to calm the man who seems truly sad for what he did.
Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23
Barboo scans the store to see if there is anything that would be of value for the group.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

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It just showed up...I can't think of anything else to tell you.
Barboo has a look around and there is really not much too see, most of the contents are gone.

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You've pretty much gotten everything you can from the Alchemist.
Would you like to move on to the Sarenrae Temple or the Temple or the Thrice-Shrouded Necropolis?

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Olli why don’t you lead the way. I’ll just hang in the back.
Barboo hums a little tune as the group heads out the door.
She turns and waves goodbye to the alchemist. She is glad to be leaving but worried about the hideous bobbing head!

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The Temple of the Redeeming Sun is the largest in the city. It boasts a massive courtyard where the faithful congregate to pray under the open sun. The gold plating on the surrounding buildings focuses the rays of the sun inward on a tremendous altar at the center of the courtyard. As you arrive you are greeted by a priest.
May the rays of the Dawnflower warm your day, I am Herhut, how may I help you? The man says cheerfully.
Once you explain the reason for your visit. Herhut leads you to one of the side buildings that provide shelter from the sun. This is the hospice wing. He explains, and as you approach you hear mad screams echoing through the halls.
That is Mauta, the woman you seek I’m afraid. Mauta started rambling in garbled Ancient Osiriani shortly after arriving at the temple. We are doing their best to care for her, but have been unable to ease her wild ramblings.
With a fretful look on his face, he leads you into a small room. Upon opening the door, a thin human woman possibly of 30 years or more, draws a pattern on the dirt floor with her finger. Her hair is a wild black mess and her eyes match. As you enter she mutters O ölüm spirali aramak, O O ölüm spirali aramak She never looks up from the pattern she traces, and doesn’t even acknowledge your presence.
You see quite mad, the Sarenite injects, shaking his head in dismay.

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Barboo walks over and listens to what she is saying. She uses her scroll of comprehend languages to understand her ramblings. Then tells the others what she is saying.
My name is Barboo and my friends and I are here to help you. It looks like you are under a terrible spell. Did a hideous creature put you in his spell? Let us help you. Any information would be most helpful.
Barboo hums a little tune to try and calm the poor woman.
Diplomacy: 1d20 + 9 ⇒ (1) + 9 = 10
Perception: 1d20 + 6 ⇒ (17) + 6 = 23

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With comprehend language cast Barboo makes out the the woman saying “seek,” “she,” “spiral,” and “death.” But she seems to completely ignore Barboo's questions and continues to draw in the dirt, which you now realize are spirals.

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Wasn't it Kehl at the quarry site that made odd hand gestures of Pharasma? The spiral of Pharasma, if I remember right? The god of death and going on to the afterlife. How does this fit in with the floating head creature. I can't puzzle it out.
I'll look around at her and the room they've housed her in as well as the actions and symbols she's doing to see if something jumps out at me.
perception: 1d20 + 10 ⇒ (10) + 10 = 20

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Cizish joins the woman's chanting, even though he doesn't speak Osiriani. He mimics the sounds and then spins himself around in the middle of the room.
Look, friends! Now I'm a spiral! No need to fear death. Pharasma is fair and just and should not be feared. One day we will all get to meet her!! But why is this woman chanting in a strange language about the Mother of Souls?
Sense motive and spellcraft to discern if there is a possession or some spell on the woman. Also casts Detect Magic and Read Magic, just in case.
Spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27
Sense Motive: 1d20 + 4 ⇒ (1) + 4 = 5

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Herhut answers Ulric, It could be; but we have not been able to help her. A couple of our senior priests examined her and tried a number of things to remove the madness. However, nothing they tried work. And we are at a lose.
Olli searches around but nothing seems jogs his memory. Herhut stares are the spirals on the ground. Yes, I see, I agree it could be the Lady of Graves symbol. Perhaps you could find answers at Thrice-Shrouded Necropolis.
Cizish doesn't detect any activate magical auras, if this was done with a spell the effect has ended and left her addled. He's not even sure what spell would have caused it.

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Well that's a large graveyard and several small shrines overseen by Priests of Pharasma in the city. If you want answers about the Lady of Graves I would try there. Herhut replies to Ulric.

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If we are going to find out whats going on with dis poor girl are best chance is to go to this Tree Time Shrouded Necropolis. Ulric says nodding to the priest before striding out of the room toward the graveyard.

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Herhut thinks for a moment, Well perhaps it would be better for her to stay here. If the Pharasmins know how to help her, then you can send a message and I'll bring her there. If they can't then I think if would be better to keep her here. I feel we are better equipped to care for her than they would be at the Necropolis.
Assuming you are insistent about taking her with you head to the Necropolis. If you are insistent let me know.
----
You arrive at the Thrice-Shrouded Necropolis. Where you find a break from hot mid-afternoon sun, it seems light shines weakly upon the necropolis, providing a welcome comfortable cool feeling. The whole of the area is dimly lit. A calm feeling comes across you all as this place has a quite peace about it. It's indeed very quiet here and even conversing among yourselves seems muted.
As you begin to move though the graveyard you are approached by a priestess. She is dressed in loose fitting vestments of Pharasma and wears her long hair in black and white spirals. See map for pic
Greetings I am Renofre, servant of our Lady of Graves. Have you come to pray this day? She says in barely a whisper.

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perception: 1d20 + 10 ⇒ (18) + 10 = 28
I'll be in the back keeping watch and my mouth shut unless needed.
Olli can't resist a quick greeting, Good day Renofre. My name is Ollinesmus. I don't believe I've ever been to a necropolis before. These are my friends Cizish, Ulric and Barboo., gesturing to each in turn.

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Good to meet you all the priestess says in a whisper.
Olli doesn't spot any out of the ordinary.

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Hello,Renofre. We come to gather information to help a poor woman, Mauta, who we need to talk to. She is rambling in Ancient Osiriani. We believe she has been poisoned by a Doru Div. She is with Herhut in the hospice wing in The Temple of the Redeeming Sun.
Barboo whispers, aware of the quiet around her. Holding back her desire to burst into song.
We would like to speak to the Lady of Graves.
She looks around to see if she recognizes anything of importance.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Knowledge (Arcana): 1d20 + 8 ⇒ (15) + 8 = 23
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge (Engineering): 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge (Geography): 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge (History): 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge (Local): 1d20 + 8 ⇒ (3) + 8 = 11 (+2 vs local art/music)
Knowledge (Nature): 1d20 + 8 ⇒ (4) + 8 = 12
Knowledge (Nobility): 1d20 + 8 ⇒ (15) + 8 = 23
Knowledge (Planes): 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge (Religion): 1d20 + 8 ⇒ (17) + 8 = 25

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Renofre places a hand on Barboo's hand, Well child you can pray to the goddess whenever you like, the Lady of Graves will be listening.
She pauses and then proceeds, An interesting story and a Doru Div, now that makes a lot of sense. I wish I would have thought of that. You see when reports reached us of sightings of a “maniacal disembodied head”, we sent a promising young acolyte to cleanse what they believed was a minor undead menace. The acolyte, Manetho, told us he had handled the threat. Then we caught him digging up graves. We knew something wasn't right and locked him up to repent. I wonder if there is a connection between your woman and our acolyte and that is a Doru Div! Will you speak to him and see what he's not telling us?
Assuming you agree Renofre leads you to a cool, dark room that has yet to be used for any burials. A mere boy sits in the corner with his arms around his knees.

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Cizish has been clasping both hands over his mouth the entire time the party was in the solemn necropolis. As soon as the group gets to the darkened room, hopefully a little out of earshot from the rest of the graveyard, he bursts out in a solid string of words, like a gale being released from a bellows. Even though he asks many questions, he doesn't pause long enough for anyone to answer and seems, himself, to forget that he asked a question.
How wonderfully creepy and somber! Ms Renofre How do you manage to keep quiet all day? Are you always quiet, what do you do if someone talks to loudly? What if they shout? Do you send them straight to the Mother of Souls to be welcomed in her embrace rather than disrupt her holy necropolis? Wouldn't that be a reward if you did that? For a Pharasmin I mean. I don't think it would be a reward for me, I'm not ready to be done with this life, not yet at least.
Is this the person who you are punishing for digging graves? He's just a boy, maybe he didn't know any better. Or maybe he got possessed too! Are you possessed Manetho?
At this point, Cizish crouches down in front of the boy, putting his face close to his and looking deeply into his eyes.
Hello? Doru Div? Are you in there? Or is this Manetho? Hello!! Tell us what happened to you?. With that, Cizish finally stops talking and sits back, mimicking the young acolyte's pose.

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Manetho looks up at Cizish, The Lady of Graves could not help me… I was powerless! It promised to reveal its secrets to me. It asked me to dig up graves. It said that she who wears the spiral of death would come for me… so I am waiting.
He pauses a moment, It said she would take me east, beyond the Seven Crypts, to the Ever-Dying.
Renofre speaks up, The “Seven Crypts” is an ancient shrine to Pharasma, which was destroyed long ago.

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Why was it destroyed? The church of Pharasma destroyed it or someone else did? Do you know any history of the place that you could share with us? Is any of this new information that he hadn't shared yet? What does he mean the ever-dying?
Olli pauses, then looks at Cisizh, I see why you sometimes like to save up lots to say and then just spit it out. It's kind of fun!

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Fire I believe destroyed the Seven Crypts. It was a long time ago. I really don't know any more about it. Renofre looks thoughtful, as if trying to remember if she once knew more details.
The Ever-Dying! Manetho cries out and wrings his hands.
I'm afraid, I don't know what he is saying, but I think that Div you mentioned could be the cause of his actions. Yes that seems sure. Now there is a scholar in the city of have heard of, a man named Obahar. It is said he knows much about the history of the city. You might seek him out. Renofre offers.

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We did talk to Obahar but he was unfamiliar with The Ever-Dying. He did say he would research some and we could meet back with him and share what we've learned and maybe he's found something in his research. Thanks for your time. We'll try and get this resolved so we can help Manetho and Mauta if they can be helped.
Head back to Obahar?

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You head to meet Obahar at his home which is near the Pathfinder Lodge. Obahar’s home is a dilapidated, ancient stone structure that seems out of place among the more modern dwellings surrounding it. While originally three stories tall, most of the top story fell away long ago. The front door hangs slightly ajar....

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This is not looking good....I fear someone may have beat us to it. I'll take a quick look inside.
I've got my short swords drawn and ready.
stealth: 1d20 + 8 ⇒ (12) + 8 = 20
perception: 1d20 + 10 ⇒ (14) + 10 = 24

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Olli moves stealthily into Obahar's home. Inside the home, Olli discovers that Obahar lives an austere life—the main floor consists of a tiny kitchen, a sitting room, and a simple bedroom. But no sign of anyone. He carefully moves up to the second floor, a single large room—the scholar’s study by the looks of it. There he finds a blocked staircase that once led to a third floor. He also finds Obahar. He's crouching on a desk in the study, wearing only one shoe and chewing on a scroll. He looks completely addled!

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The rest join Olli on the second floor, as you arrive Obahar begins to scratch behind his ear quite aggressively, almost like a dog scratches at an itch, he nearly falls off the desk, but catches himself and goes back to chewing his scroll...a long string of drool hangs from his mouth.

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Barboo looks at the scene and is taken aback by the drooling man.
Hello, Obahar. My name is Barboo and my friends and I are here to get some information about the history of The city and The Ever Dying. We have tried to talk to a woman named Mauta and a young boy named Manetho but both are under a strange spell that we think was put on them by a Doru Div. Anything you know and can tell us would be helpful.
Barboo is not hopeful that she will get any information from this poor soul but gives it a try. She feels the group is hitting dead ends.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge (Arcana): 1d20 + 8 ⇒ (18) + 8 = 26
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge (Engineering): 1d20 + 8 ⇒ (4) + 8 = 12
Knowledge (Geography): 1d20 + 8 ⇒ (4) + 8 = 12
Knowledge (History): 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge (Local): 1d20 + 8 ⇒ (18) + 8 = 26 (+2 vs local art/music)
Knowledge (Nature): 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge (Nobility): 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge (Planes): 1d20 + 8 ⇒ (1) + 8 = 9
Knowledge (Religion): 1d20 + 8 ⇒ (4) + 8 = 12

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Barboo attempts to converse with Obahar but the addled scholar only drools. But that is very distracting and Barboo doesn't really notice anything else.

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Can I try and get the scroll he's chewing on? He acts like a dog with a bone so I'll try handle animal.
I try and distract Obahar with some beef jerky and see if he'll drop the scroll or move off the table so we can inspect it.
handle animal: 1d20 + 4 ⇒ (1) + 4 = 5
Seek, she, spiral, death was first response, then second person said she who wears the spiral of death would come for me and take to the ever dying. Don't know if we'll find a clue from obahr here. Trying to puzzle this out.

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As Olli gets close to Obahar he notices there are bite scars on his neck and shoulder, though they seem to have mostly healed. The man pulls back when Olli tries to exchange the scroll for jerky. But Olli can see what looks like maps of the city from long ago and some kind of official looking government records are strewn about Obahar’s desk. As he continues to pull away from Olli he falls backwards off the table and lands with a thud.

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Do the bite marks appear to be self inflicted or from something else? I guess neck bites could only be something else. Do they look like they are from a Vargouille? I think someone made the Knowledge check before, so hoping they could ID it.
I'm puzzled too. This is the same guy that we met outside the original archeology site, correct? It seems like something escaped (Vargouille?) and then people have become addled or otherwise acting weird. Not sure how the Doru Div comes into it other than people saying that it might cause these symptoms in people. Somehow all this seems related to Pharasma and the memory stealing experiments.
Cizish will cast Detect Magic around the room. He then will approach Obahar while speaking in a low, but consistent stream of words to soothe the feral man. If he gets close enough, he will try to identify the source of the bite marks or determine what condition is affecting the man. If he is able, he'll also try to get the scroll from Obahar as well.
Handle Animal: 1d20 + 3 ⇒ (8) + 3 = 11
Heal: 1d20 + 9 ⇒ (7) + 9 = 16
Survival: 1d20 + 11 ⇒ (8) + 11 = 19

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Cizish doesn't detect any magic, and observes the bites seem to have been healed. He manages to get the scroll away from Obahar and just then...
A voice rings out from the stair case, Good thing I was around, or the old man would be long dead. Those wounds were a lot uglier before I showed up.” You turn and find a well armed and armored, muscular half-orc.
I'm Zurnzal, and Grandmaster Torch sent me with an offer of aid to you Pathfinders— that is if you agree with Torch’s conditions of course. But I assure you it's worth it.

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Hail Zurnzal, thank you indeed for aiding this old man. Can you explain how you came to be here, what you found and how you helped him. If you could tell what you know and how Grandmaster Torch is involved as well.
Olli tries to act nonchalant about this surprise guest but doesn't like that he was surprised or missed him on the lower levels and is definitely wary of the well armed half-orc.
We don't know him, right? The name sounds familiar but I can't remember.

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Have you played 7–07: Trouble in Tamran? Also you can give me a knowledge local on him if you want.
Well he was about to die, I gave him a healing potion and then a potion of lesser restoration. Obviously wasn't enough, but he yet lives.
Zurnzal further explains, My employer has been watching recent events in Merab with keen interest. The doru attacks seemed to draw the eyes of Amenopheus’ agents, and Grandmaster Torch shares mutual concerns with the Sapphire Sage; both of them think there is more to the sage jewels than anyone dares to believe. I am here to offer information to aid in your search for the Dungeons of the Ever-Dying, the half-orc smiles knowingly.
If you give the Society’s guarantee that when it comes time to act on the threat to the Jeweled Sages— whatever it may be—Torch will be welcome to stand alongside his, ah, colleagues, in the Society.

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Barboo jumps when she hears and sees the half-orc. With a bow...
Well hello Zurnzal. My name is Barboo and these are my traveling companions. You look amazing!
Barboo wonders about this half-orc and wonders if he is sincere in his wanting to help. She leaves the decision making to the others.
Knowledge (Local): 1d20 + 8 ⇒ (7) + 8 = 15
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

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Cizish has not played 7-07, but this guy gives me the creeps. What would our PCs know about Grandmaster Torch?
Hearing Zurnzal start to drone on about employers and guarantees and other boring topics, Cizish zones out for a moment as he ponders what it would be like to be a half-orc. Upon mention of the Dungeons of the Ever-Dying, he focuses back on Zurnzal and tries to get a read on him as well.
Sense Motive: 1d20 + 4 ⇒ (6) + 4 = 10