
GMGrumpelStiltzkin |

The Pathfinder continue on.
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.
One more stop before the dungeon

GMGrumpelStiltzkin |

Inside the home, you discover that Obahar lives an austere life—the main floor consists of a tiny kitchen, a sitting room, and a simple bedroom. The second floor is a single large room—the scholar’s study—with a blocked staircase that once led to the third floor.
Obahar crouches on a desk in his study, wearing only one shoe and chewing on a scroll. He is addled and unable to speak or understand speech.
There are bite scars on his neck and shoulder, though they have mostly healed.

GMGrumpelStiltzkin |

Conveniently, the documents relevant to your investigation—maps of the city from long ago, official records from government archives, and the like—are strewn about Obahar’s desk.
As you begin to grab them an unexpected visitor comes in.
“Good thing I was around, or the old man would be long dead. Those wounds were a lot uglier before I showed up.” He introduces himself and explains that ”I am here on behalf of Grandmaster Torch to offer aid to you—if you agree to Torch’s conditions.”
Picture in the notes

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Kato gives one of his usual grunts and adds, "Eh. Who are you again? While I give thanks for your assistance with this man, I've heard your master may have done things a good citizen would disagree with. What are these terms and what aid can you give?"

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Kato gives his shrug mentally, figuring a free Sense Motive check won't hurt anything...
sense motive: 1d20 + 1 ⇒ (1) + 1 = 2
About as expected... the dice roller here has been hating me the past few weeks. :)

GMGrumpelStiltzkin |

Zurnzal 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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"I can't speak for the whole Society, but if Torch is willing to keep his word I'm sure a place can be found for him."

GM Watery Soup |

Zurnzal pulls his oversized tusks into a big, toothy smile. He draws his short sword, which draws some alarm from the party, but then holds out his own hand and uses his weapon to prick his thumb. Reaching up to his neck, he uses his blood to draw a simple dagger design just below his throat.
He then beckons for someone else to do the same, offering his short sword (hilt first, of course) if they don't have an appropriate weapon.

GM Watery Soup |

Zurnzal nods appreciatively. You are now oath-bound.
"I have heard many of the victims repeat 'beneath the Red Canals' - canals that existed since ancient times, though, perhaps, with different names.
The Dungeons fell under the domain of General Menetashtor, an infamously cruel general who served the Pharaoh of Forgotten Plagues. I have a tablet which shows the General's troops being 'permanently assigned' there.
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." Zurnzal notes the holy symbol on Goran. "Sorry, blood brother." He offers the altered document as proof.
It will take approximately 1 hour for someone to piece together the clues from the notes on Obahar's desk. Everyone can say what they're doing during that time - the only stipulation is that at least one person has to be actively piecing clues together. I'm going to use this as an opportunity to do a check-in. Who's checking the thread regularly?

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Goran's brow furrows at the thought of fellow priests covering something up.
It is fine, my blood brother. Every religion has some that stray away from their church. If I can find out why and perhaps bring this to my superiors it will be at least a small atonement. I hope Sarenrae has made them repent for their transgressions. Let's see what we can find out...
I'm cool with Goran being the one to do the research and stuff.

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Kemset willingly performs the oathbinding.
"Turning these canals to evil is among the highest of offenses. I will be happy when we get to the bottom of this."
Still here! Thanks for taking this over.

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Kato raises an eyebrow slightly during the minor bloodletting, otherwise saying nothing.
"Well, let's look through this and figure it out"
He will assist with figuring out the clues.
I am assuming that one of us performing the ritual was what was needed. If not, Kato will also do it.

GM Watery Soup |

It takes about one hour to find the references to the various clues and determine the Dungeons lie beneath an abandoned shrine in the middle of the city’s western market and temple district.
---
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.
As you approach the shrine, a passerby yells, “That spot is haunted by the cries of the dead. I wouldn’t go near it!” before rushing off.

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"They dead should fear me, not the other way around." Kemset strides up to the shrine and looks around.
Perception: 1d20 ⇒ 3

GM Watery Soup |

Kemset walks up to the shrine and looks around. She finds absolutely nothing, and shrugs as she's walking away.
But then she trips over a lever that opens a secret passage.
No roll was required but I couldn't resist. :)
A crumbling, twisting tunnel 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 west and south sides of the building, but no other entrances are visible from here.
Arrange yourselves on Slide 5. The west entrance leads to the white square, and the southern entrance is near the yellow and purple squares.

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Ha! Totally appropriate for my +0 Perception.
Kemset descends into the tunnels, sword at the ready.

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Zeebo strides into the tunnels.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
"No undead abominations can hide from me"
Zeebo says as he walks in casting light in his shield.
Zeebo stops and tilts his head.
"I hear ritualistic chanting coming from somewhere within the structure."

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"Chanting. There's always chanting. It's never anything you can dance to either. Always solemn and foretelling of death. Meh. Let's go."
He follows the group, one hand on a throwing hammer, one on an axe...

GM Watery Soup |

Stairs ascend five feet to a wide, open platform with doors to the north (orange), south (red), and east (light blue) leading into the building. Narrow pillars support a stone overhang 20 feet above.
The chanting is coming from the east.

GM Watery Soup |

Let me know where you're going when you're done in the room. Two votes moves the party.

GM Watery Soup |

Straight into the lion's den!
You steel yourself for the evils that lurk behind the door. Kato silently counts one ... two ... three!
The door is locked.

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Kato raises one eyebrow and looks at the group and whispers, "The door is ominously locked. I've never heard of cultist actually locking the door. Shall we bash it open and say hello or can someone crack it?"

GM Watery Soup |

Zeebo doesn't detect any magic on the door - that is, the door is not magically locked. However, there is an aura behind the door of strong necromancy and divination.

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"Well there is nothing on the door. But what is beyond is a different story. If no one has the skills to unlock the door, Kato would you do the honors." And Zeebo steps back.

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Kemset will try to force the door open.
Strength Check: 1d20 + 4 ⇒ (15) + 4 = 19

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Seeing Kemset putting shoulder to door Kato tries to assist.
str assist: 1d10 + 3 ⇒ (3) + 3 = 6
He apparently hits the door frame while trying not to smush his current favorite paladin...

GM Watery Soup |

With a mighty kick, Kemset turns the door inside out.
Eight stone pillars stand around this room. At the center of the room, a five-foot-diameter spiral of twisted arcane glyphs is charred into the floor. Broken bones stained with blood encircle the spiral, and an onyx gem sits in the center.
Two cultists in the room stop their chanting to attack.
Kemset: 1d20 + 1 ⇒ (1) + 1 = 2
Kato: 1d20 + 3 ⇒ (2) + 3 = 5
Zeebo: 1d20 + 2 ⇒ (6) + 2 = 8
Goran: 1d20 + 3 ⇒ (6) + 3 = 9
Leader: 1d20 + 5 ⇒ (20) + 5 = 25
Acolyte: 1d20 + 5 ⇒ (2) + 5 = 7
Div: 1d20 + 3 ⇒ (7) + 3 = 10
The cultist leader (square) casts a spell and a sound explodes in the middle of the party. Everyone takes 1d8 ⇒ 7 sonic damage and must make a DC 15 Fortitude save or be stunned for 1 round.
Round 1! Bolded may act.
Square
Goran (Fort) (-7 hp)
Zeebo (Fort) (-7 hp)
Circle
Kato (Fort) (-7 hp)
Kemset (Fort) (-7 hp)
Identification knowledge is local.

GM Watery Soup |

For reference:
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).
Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.