Pathfinder Society

Mask Of The Living God Part 1

10/12/2012 Deep cover with the cult

Sorry all, forgot to post after the game, so its likely going to be fuzzy.

The PC’s are in Kassen, where they just completed the Test of The Everflame, and had found out the tomb had been robbed by grave robbers. One of their Pathfinder contacts, Cygar, insists upon them that they begin their journey down the river to the city of Tamran, where they should be able to learn more about the thieves. The players do a little shopping(apparently they are paranoid about drowning) and board a ship, the Black Mist.

On their way down river, the ship is attacked by Lacedons(water ghouls) and bandits, both of which the party easily dispatches of. Upon their arrival in Tamran, they start gathering information, and after a short time meet their Pathfinder contact, Reginar. He tells them of the cults foul doings in the city, and how he suspects them of much evil. This is a Cult to Razmir. He asks the pc’s to join the cult by going deep cover.

They go to a bar where they get drugged or beat, and end up unconscious and thrown in a prison, where they are told to meditate. The gnome disobeys once, and the entire party loses a single water ration as the guy kicks them all over. After that they are silent, until their release.

Their training in the cult begins, where they are trained, and pitted against each other. The winner is the gnome, by a forfeit from the summoner summoning during the competition. Through boring and tedious routines, they are given small tasks to do. These include stealing from the general populous, and smashing up a bakers shop. As they achieve status in the temple, they are eventually given their equipment back. Now they decide to go stir up some trouble.

They poke around the lower basement, and fall down a set of stairs, where a giant snake attacks. The party dispatches the snake, and sees a ledge above them. They summon an elemental to fly them up there, and they check the door there for traps. Not seeing any they attempt to open the door, and a summoning trap springs. What comes close to a TPK, is eventually turned around. The party goes inside and sees what appears to be some kind of party chamber.

They loot the room, and find a secret door with even more loot, though the rogue gets hit by a poison trap, which severely damages his dex. Some followers of Razmir come down, and the party must fight to kill them, and then stop them from fleeing. They realize there that they might be forced to take actions now, before the wrath of Razmir falls on them.

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