Pathfinder - The Price of Immortality
THE PRICE OF IMMORTALITY - BOOK 2
This is a summary of the adventure plot and how the heroes link to the story. Included will be where connection are to historical events and how things should be played out:
BOOK 2
SUMMARY
The adventure begins in the town of Kassen, where the heroes, fresh off their previous adventure in Crypt of the Everflame (in which the town founder’s tomb was looted) are asked by a mysterious member of the Pathfinder Society to travel to Tamran to investigate the purpose of the tomb robbers. The journey there is mostly uneventful, aside from encountering a hungry beast or two along the way.

Upon arriving in Tamran, the PCs must fight their way through a band of skirmishers from the nearby land of Molthune, intent upon causing mischief with those traveling to and from the city. Once inside, the PC meet up with Reginar Lacklan, a Pathfinder who lives in the city.

Reginar gives them some basic information about the cult and confirms that a group of them traveled north some time ago and only recently returned, diminished in number. Reginar is concerned about the cult’s influence and deeply worried about their ultimate goal. He informs the PCs that, although not the only option, the best way to get inside the temple is to join the clergy.

After spending a bit of time observing the faithful and their “good works,” the PCs can attend an indoctrination meeting at the Ranger’s Lament, a tavern across the street from the temple. Once inside, the PCs are drugged and taken through a secret tunnel into the temple itself, where they are locked in cells to await their first ceremony. Over the next few days they are slowly brought into the fold, and eventually sent out as acolytes to prove their worth. The tasks assigned to them range from demeaning to criminal, and the PCs will have to find a way to accomplish their missions without getting into too much trouble.

Having completed a number of tasks, they are brought fully into the cult and allowed to roam the first level of the temple. It is here that they can truly begin to understand the inner workings of the cult and even explore some secret chambers below ground, but they find it difficult to obtain any evidence damaging enough to get the government involved. After sneaking out for a meeting with Reginar, they must make a plan to enter the second floor of the temple, where the quarters of the high priest are located, which requires sneaking or fighting their way in. Once on the second floor, the true depravity of the cult becomes evident. The PCs must gather as much evidence as they can before the entire temple is alerted to their treachery.

The investigation culminates in the chambers of Iramine, where the PCs learn the whereabouts of the missing key and the leader of the cult. After a perilous escape, the PCs can take their evidence to Reginar and the town authorities, who promptly raid the temple, imprison or expel the remaining cultists, and tear down the building. From that point forward, the cult of Razmir is forever banned in Tamran.
ADDITIONAL NOTES
Once the heroes have returned to Kassen, they will be seen and treated as heroes.

Various undead sightings will be seen throughout the town, and rumours will begin to spread of long dead townsfolk returning home. This may result in a zombie hoard attacking the town.

After the zombie attack, the heroes will be approached by Mayor Jonark Uptal who asks the heroes to journey to the capital of Tamran and ask for help from the leader of the Nirmathi people. The letter will mentions any information the heroes have presented to the Mayor including any involvement of the bandits and their supposed connection to Razmir. The Mayor recommends that they take the letter to Aromina Yasgon, the Speaker of the Leaves, and provides them with a letter of introduction as a result with the letter of plea.

The heroes will take the Black Mist helmed by Captain Walren and his associate Ewem.

During the journey, the heroes are attacked by Molthune Privateers. After defeating them, they may raid their boat for supplies during which they find a series of papers an order which Walren will recommend they take to the Tamran Council as there is a reward for those details and for killing members of the Mothune armies.

The heroes will contact Mayslen Torgun, the Speaker of the Bark initially due to the rewards that they are likely to have bestowed upon them for defeating the Molthuni.

Cult of Razmir has begun infiltration into politics and have been appealing to Torgun’s good nature and his desperation to protect his people from the tyranny which is the rule of the Mothune Army. It would appear that the Razmir Priests and Iramine have made promises of funds to resupply and purchase more troops to fight the Mothune. This is causing Mayslen to become somewhat biased towards the Razmirians and disbelieves that the cultists would be involved in anything untoward. Although somewhat dismayed at why the heroes would make such a suggestion, Mayslen is happy to show the heroes the way to Aromina Yasgon‘s office contained in the council chambers when they ask specifically to speak with her.

The heroes are introduced to Aromina Yasgon, Speaker of the Leaves and they may plead their case. Aromina is somewhat straight faced about this request, and does not promise anything. She states that she will take the request to the Forest Marshall and states that she will have a representative attend at a later stage to advise them of the council’s decision. Any mention of the Razmirians will result in her attempting to keep a lid on her interest.

Later, Aromina Yasgon sends word for the heroes to meet with her at the Harvest Hearth. There, Aromina advises the heroes that unfortunately, after their council meeting, it was decided that there would be no promise to assist Kassen. This is primarily due to a lack of substantial evidence to substantiate a legitimate threat to Kassen which would take much needed troops from the front lines of the war with Molthune. The most that is promised is a small envoy later that month.

Aromina however is just as concerned about the Razmirans in Tamran as the heroes are with the Razmiran’s involvement in what occurred in the crypt. Aromina claims that she has been building a case for some time against the Razmirans, but that every time she has attempted to get to the bottom of their scheme, she comes to a dead end. She admits that the brutal nature of the Razmiran ways has either seen her agents flee the Razmiran’s compound or that they have been found floating face down a few days later at the mouth of the Marideth River. Most of the deaths have been blamed on Mothune spies, and Aromina has struggled to keep a lid on her investigation. She explains the following:

1) The cult of Razmir appeared in Tamran about 2 years ago, first as a small band of missionaries. They soon raised the funds to build a temple, which was constructed over a year ago. Their power and influence in the city have grown ever since, and the local guards seem to give them no heed, even going so far as to dismiss any reports of their foul practices. Aromina suspects through corruption that the city guards help protect the temple, watching out for thieves and intruders.

2) Members of the cult go out frequently to aid the poor and proselytize. Aromina suspects this is just a cover for their more illegal activities, such as thievery, blackmail, and extortion. He has seen them beat a man to within an inch of his life, claiming the humble cobbler stole from the temple, while the city guards merely watched the event and took no action.

3) Members of the faith heavily guard the temple itself by day and night. They hold no public services, so the only real way in is to join their religion. Aromina knows that they interview applicants at the Ranger’s Lament, a tavern across the street from the temple. If the heroes hope to gain entrance, attending one of these meetings is the best way. The next meeting is scheduled for tomorrow night.

4) Aromina knows that a group from the temple left to head up north a few months ago and returned a month later, minus a few of their number. After that group arrived in town, they hurried back to the temple, and he is not sure what happened while they were away. About a week ago, another group, this one led by a female cultist in blue robes, left the temple and boarded a boat. He thinks this might be the temple’s leader, but he cannot be sure. They have not been seen since.

5) Aromina has no idea how many cultists there are. While most wear white robes, some wear gray, and he has seen a few in black. In any case, he cannot get an accurate count because they all look alike, thanks to their masks.

6) For the time being, Aromina would like the heroes to get more information. They know too little about the cult to take any overt action, so he suggests they try to infiltrate the temple as prospective members. He advises against any needless risks at this stage. Instead, they should just play along and meet up with Aromina in 1 week to report what they have learned.

2) Members of the cult go out frequently to aid the poor and proselytize. Aromina suspects this is just a cover for their more illegal activities, such as thievery, blackmail, and extortion. He has seen them beat a man to within an inch of his life, claiming the humble cobbler stole from the temple, while the city guards merely watched the event and took no action.

3) Members of the faith heavily guard the temple itself by day and night. They hold no public services, so the only real way in is to join their religion. Aromina knows that they interview applicants at the Ranger’s Lament, a tavern across the street from the temple. If the heroes hope to gain entrance, attending one of these meetings is the best way. The next meeting is scheduled for tomorrow night.

4) Aromina knows that a group from the temple left to head up north a few months ago and returned a month later, minus a few of their number. After that group arrived in town, they hurried back to the temple, and he is not sure what happened while they were away. About a week ago, another group, this one led by a female cultist in blue robes, left the temple and boarded a boat. He thinks this might be the temple’s leader, but he cannot be sure. They have not been seen since.

5) Aromina has no idea how many cultists there are. While most wear white robes, some wear gray, and he has seen a few in black. In any case, he cannot get an accurate count because they all look alike, thanks to their masks.

6) For the time being, Aromina would like the heroes to get more information. They know too little about the cult to take any overt action, so he suggests they try to infiltrate the temple as prospective members. He advises against any needless risks at this stage. Instead, they should just play along and meet up with Aromina in 1 week to report what they have learned.