
![]() |

Most Pathfinders would know that Grandmaster Torch was a former Pathfinder associate of some infamy. But unless you have dealt with him directly, you probably won't know a lot.
Upon hearing Barboo's compliment, Well thank you very much! Zurnzal replies, as he eyes the slayer back suspiciously as well.
Barboo seems to think she has heard the name Zurnzal, before but can't remember in reference to what.
Cizish can't get a read on the half-orc.
What say you Pathfinder?

![]() |

We would be foolish to not welcome aid when it's offered. Anyone called a Grandmaster sounds like his station is far above mine. My goal is to help these people that have been afflicted by the doru-div by any means possible. I'll agree to your terms and let my betters sort out the dice as they may, what do I care.... So, what do you know that can aid us and this city?
Trying to play chaotic neutral and not the goody goodies I usually do.

![]() |

Good, the Grandmaster will be please. Let's make it official with an oath.
Zurnzal uses his short sword to prick his thumb, uses his blood to draw a simple dagger design just below his throat, and beckons for Olli to do the same.

![]() |

Is that a normal custom I'd be familiar with? I'm not into being blood brothers with this guy. Or is this something that he seems set on?
Is my word not good enough for you that you require more blood? Don't we see enough in our line of work?
intimidate: 1d20 + 4 ⇒ (1) + 4 = 5
sigh...

![]() |

Yeah not blood brothers, just draw the symbol on yourself.
Zurnzal is unfazed by Olli, Surely, you've seen your blood before does this disturb you. The half-orc smirks.
Perhaps you don't know of this ritual, it comes from the brave of Lastwall. The dagger represents the adulthood, community, and the tool with which to take one’s life if faced with abduction. It means you are ready for the hard life. Perhaps the elves have a similar symbol, if so make it and show me something new and honorable. His look turning serious.

![]() |

Based on his own Sense Motive check and the reactions of Olli and Barboo, Cizish decides that Zurnzal is at least trustworthy enough.
I'm with you Mr Z! Your master, the Grandmaster Torch sounds like a delightful person and I hope to meet him someday. I, myself, am training to be a Skymaster and hope to achieve that very, very soon. Perhaps your master and I can be partners!! Grandmaster Torch and Skymaster Cizish Windwalker bringing balance to all peoples! I can see it now!. His eyes glaze over, not in self-adoration, but just in the simple concept of something so novel and perhaps, he recognizes, even a little ridiculous.
Now, about your blood oath... Cizish reaches to his belt where only a leather strap for a sling , a small club, and a beltpouch rest. Oh! I forgot, I despise weapons. I usually let Bruce do all the work for me. He is absolutely so helpful. If you haven't met him, you really should, he's quite something. But now is not the time for Bruce, now is the time for oaths! Ah ha! I know how to seal our alliance with something even stronger than blood.
Then, with a few casual movements of his hands and a murmuring of magic, he creates a gallon of water above everyone's head. His face beaming with pride as the water falls and douses all 5 (including himself). Now we are sworn with an oath, stronger than blood. Water is the essence of all life and links our frail bodies to nature. Even to the realm of air!
Although a absurd ceremony, and not rooted in any actual tradition, Cizish is fully convinced and solemn in his oath.

![]() |

Now all wet, Zurnzal doesn't seem to mind. That will do, let our oath bind us.
He then provides the following, Your Society will hear from Grandmaster Torch in due time here's what I can tell you the Dungeons of the Ever-Dying lie “beneath the Red Canals,” a reference to waterways that have existed since ancient times—though possibly under different names. The Dungeons fell under the domain of General Menetashtor, an infamously cruel general who served the Pharaoh of Forgotten Plagues.
Zurnzal pulls out and offers an ancient tablet showing the general’s troops being assigned “permanent duty” at the Dungeons.
The Dungeons were once cleansed by Sarenite priests, who recorded the cleansing but later tampered with their own records to obfuscate knowledge of the Dungeons, this shows proof that they altered the documents and the Dungeons of the Ever-Dying exist. I think you'll be able to find your Doru Div now, but beware it seems everyone who runs afoul of it experiences misfortune. He shoots a glance a poor Obahar, who is now rolling around on the floor. You all look over to the scholar for just a second and look back to the half-orc who is suddenly gone!
You turn to the documents arrayed on the scholar’s desk to pinpoint the location of the Dungeons. It takes about one hour to find the needed references to the various clues but you soon determine the Dungeons lie beneath an abandoned shrine in the middle of the city’s western market and temple district.

![]() |

How wonderful! Now we know where to go and what we must do! What a wonderful helper, that half-orc. What was his name again? Deus ex machina? Something like that...
Anyway, now we must go to these Dungeons of the Ever-Dying. That sounds creepy and dangerous, but full of excitement! The reference to the General's troops being assigned permanent duty sounds like undead duty to me. We'd better be ready for such things. I know!! I'll bring Bruce along!!
Have we learned anything about how to prevent or treat the insanity that has come upon the people that we've met? Can we talk to someone in town before going down into the Dungeons? I feel like we should be more prepared to resist whatever power the Doru Div has.

![]() |

Sure you can talk to somebody...what type of somebody do you have in mind. The old man from scene 24? Yeah give a knowledge local and indicate the type of person you seek.

![]() |

Ulric who looks like a cat who has just been dunked in a pool of water glares at Cizish Don't do that again.
Scene 24 is a refrence to Monty Python Holy Grail, "The Old Man from Scene 24". I also don't have knowledge local but I think I know someone who does.

![]() |

Barboo shakes her head and the water sprays everywhere.
What was that all about?
She gives Cizish a glare. But then gives him a quick smile.
Let’s see if I know anything about the old man.
Knowledge (Local): 1d20 + 8 ⇒ (19) + 8 = 27
I think I might!

![]() |

Barboo has heard of a man named, Traboha, who lives near the Flowing Market that supposedly is an expert on all sorts of Divs. You find the place a small apartment on the back of a sprawling alchemy shop. The alchemists at the shop tell you to go into the ally around back and knock.

![]() |

Go ahead, Ulric. Knock on the door so we can get some information that will help us when and if we encounter the Div. I hope it is only one!
Barboo stands back waiting for Ulric. She hums a little tune as she waits.

![]() |

A funny little voice comes from behind the door, Who is it? What do you want? I'm in here working, this better be important!

![]() |

Ollie whispers, Barboo, any idea how many gnomish alchemists their are? Probably as many as their are elven rangers! You think he’ll tell you more than us?
I have my weapons sheathed but I’m still on the lookout.

![]() |

While the rest of the party moves alertly and cautiously to the door, Cizish skips along humming to himself. While at the door, he looks from place to place in the air, absolutely fascinated by the various currents and eddies that he sees in the alleyway.

![]() |

Barboo walks up to the door and in her most pleasant voice says...
Traboha, is it you? My name is Barboo and I have heard wonderful things about you. My companions and I come peacefully trying to figure out how to help some people we have found that have fallen under a spell by we think a Doru Div. We seek any information you can give us. We do not want to take too much of your time.
Barboo hopes her soothing voice allows the door to open and they can get some information before heading to the dungeons.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Knowledge (Arcana): 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (Engineering): 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge (Geography): 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge (History): 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge (Local): 1d20 + 8 ⇒ (11) + 8 = 19 (+2 vs local art/music)
Knowledge (Nature): 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge (Nobility): 1d20 + 8 ⇒ (1) + 8 = 9
Knowledge (Planes): 1d20 + 8 ⇒ (16) + 8 = 24
Knowledge (Religion): 1d20 + 8 ⇒ (12) + 8 = 20

![]() |

Yeah we'll call it a diplomacy :)
Barboo?! Do I know you? Nevermind that, I can't open the door or this place might blow!
There is an uncomfortable pause and then, Um..one second. Where is that elixir of giant Mawgani death spider venom! Oh here it is, wait that's not it. Um...critical...um. Oh here it is.
Another pause then, Doru Div, Doru Div, Divity Div Div Doru. Ut oh...
There is some banging then and then a pause, I'm okay. Doru Div. Well yeah not that uncommon, if you are on Abaddon. But here uncommon, maybe even rare. Yes rare. Big beast head that floats around, um...they see in the dark and prefer it, but sunlight doesn't bother them, guess it's a preference. Anyway I guess that's why the old legend goes, Dorus are the divs that whisper in the night, the foul inspiration that drifts upon fetid winds, the messengers of pretender gods. Dorus prefer to sow ruin in subtle ways. They enjoy tainting mortals with exaggerated news and outright lies, trying to turn impressionable beings to waste and wickedness. Even if a doru fails to fully corrupt someone, it will attempt to weaken the target’s will, making it's victim more pliable to future corruption and ruin. Dorus serve as messengers and servants of other divs and sometimes mortal spellcasters, as a familiar perhaps. The voice trails off.
Then returns a few moments later, If you are dealing with a Doru you should know. They have innate magical ability and can turn invisible whenever they want. Magic won't always effect them. (SR) It's their bite you want to watch out for, turn a person stupid as can be like it drains all there sense away, makes um suggestible. (Wisdom damage) . Once suggestible they can use magic on ya (charm type magic) . And you'll want cold iron to harm it and don't bother with fire or poison it won't hurt um. Oh no, I forgot to add the bat guano!
You hear rustling and slamming.

![]() |

Are you still out there? Yeah I’m fine, but very bus… His sentence is interrupted by some thumbing sounds. Busy, now! An acrid smell emanates from under the door, so you leave the unseen alchemist to his work
You have gotten a good deal of information about Doru Divs. Did you want to shop for anything in the market before heading to the dungeon?

![]() |

As the poor alchemist continues to bustle and (probably) ruin his lab, Cizish backs up with the others and then skips off down the alleyway at full speed, calling over his shoulder. Thanks for the information, Mr Alchemist! These divs sound terribly terrible, but now we get to go shopping!!
Once at the market, Cizish leads Barboo to a magic shop. Now, Ms Barboo, I intend to purchase some scrolls to help us as we go and root out this terrible div. May I suggest you go to see if they have a scroll of Suppress Charms and Compulsions? It sounds like a terribly interesting spell, but, alas, I am unable to wield such power. Bruce just won't let me. I have some other interesting spells to seek out though. I think you should look over there on those shelves. Oh! And don't let the shopkeeper charge you more than 150 gold! I'm going to look over here, but no peeking. I want to keep it as a surprise! Ha ha!!
With that, Cizish will shuffle through some scrolls and purchase a few.

![]() |

Go ahead and post any additional purchases. Going to move us forward.
After seeing what the market had to offer you head the identified location. An abandoned shrine to an unknown deity sits where the Dungeons of the Ever-Dying are supposedly located. The people of Merab go about their business in the surrounding area—a relatively unremarkable market and temple district. None of the citizens come close to this shrine, and a few make warding gestures as they hurriedly pass by.

![]() |

Barboo looks around and purchases a potion of delay poison.
Thanks Cizish for the tip. Didn’t see what you suggested but maybe this will help!
Barboo hums a little tune as they head out.

![]() |

Yep no problem - purchases made.
So you find a shrine where the you think the entrance should be!

![]() |

Barboo looks at the potion and changes her mind. She runs back to the market and trades the potion for a scroll of suppress charms and compulsions. She turns and runs back to catch up with the others.

![]() |

I pick up scroll of see invisibility hoping someone can cast it on ime at the appropriate time. Can’t see the scroll you suggested Craig. Can buy another if you think a good idea. Quick post as on iPad on bus.
perception: 1d20 + 10 ⇒ (14) + 10 = 24
I look around the entrance for obvious problems and try to confirm this looks like the right place

![]() |

It only takes Olli a brief search to discover a secret door behind the crumbling altar. The opening is narrow, a medium or small can squeeze in, but anything larger would have real trouble.

![]() |

With light provided by Cizish, Ulric leads the way into a crumbling, twisting tunnel which leads deep beneath the streets of Merab. Past layers of previous occupation before winding down the side of a large cavern. At the bottom, a twenty-foot-high windowless structure occupies much of this space. Stairs lead to platforms on the north and west sides of the building, but no other entrances are visible from here.

![]() |

Maybe I should have Bruce take a look at those entrances before we go up there? He likes to explore new spaces and is often telling me that I need to be more careful. Cizish whispers to the group with a conspiratorial nod of his head.

![]() |

I’d be happy to explore with Bruce if he’ll let me. Or I can circuit the bottom of the building while he goes up top? Do you guys feel this is finally the place we seek? If it is the place of the div perhaps we shouldn’t split up as we'll be more vulnerable separate.
perception: 1d20 + 12 ⇒ (3) + 12 = 15
stealth: 1d20 + 10 ⇒ (3) + 10 = 13
Rolls for when I explore

![]() |

My SNA only lasts 6 rounds, but I have a bunch of castings left. If this looks like where the div might be hiding, then it might be worth it. Otherwise, we can just scout around a little.

![]() |

As a full-round action, Cizish casts Summon Nature's Ally II and a small air elemental whips into existence in front of the door.
Hello Bruce! So good to see you again, but as usual, no time for chit-chat. Get on in there and tell me what you see!
With that, Bruce the Air Elemental will listen and then try to stealthily open the door and move in.
Bruce Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Bruce Stealth: 1d20 + 11 ⇒ (8) + 11 = 19
Bruce round 1 & 2

![]() |

So when you send Bruce in he would have to come back and report to you right?
Stairs ascend five feet to a wide, open platform with doors to the west, south, and east leading into the building. Narrow pillars support a stone overhang 20 feet above. Bruce reaches the door and stops there, apparently the door is locked!

![]() |

I’ll try and see if anything looks funny. Those thin pillars supporting the overhang make me nervous. I can’t open locks but can prepare to break down if no one else can. Or Ulric can.
perception: 1d20 + 12 ⇒ (8) + 12 = 20
Or I could climb up to the overhang and drop a rope down.

![]() |

As Olli looks around the landing, he hears the sound of chanting comes from beyond the locked center door.
Note there are east and west doors as well.

![]() |

Looks like there are two other doors. I’ll go over and see if they are locked and let you know. I’m not going in just checking to see if unlocked.
Barboo moves quickly and reports back to the group.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Knowledge (Engineering): 1d20 + 8 ⇒ (10) + 8 = 18