DougFungus' Masks of the Living God

Game Master DougFungus

Charged with a quest from the Ghost of their town founder, the heroes of Kassen must infiltrate a seedy temple dedicated to the living god Razmir in order to find clues to the whereabouts of a pair of amulets that were stolen from The Crypt of the Everflame.


House Rules:

  • A Natural 20 is always a success, no matter how ridiculous the circumstance. This even applies to things where a natural 20 does not normally count as an automatic pass, such as Skill Checks. If rolling initiative, a person who rolled a Natural 20 always goes first even if another persons Roll+MOD are higher.
  • In combat, if a Critical Hit rolled with a Natural 20 is confirmed with another Natural 20, it may be followed up with yet a 3rd roll. If the 3rd roll is a hit, the attack is treated as an insta-kill. If the 3rd roll is a miss, the attack is still a Crit. This rule applies to the GM as well as Players.
  • A Natural 1 is always a fail. The one exception to this case is when a Natural 1 is rolled while attacking, a player may make the standard DEX check to avoid a fumble.
  • Characters will level up at the GM's request. No XP will be handed out during this adventure.

Tamran
Allegiance Nirmathas
Small City meritocracy; AL CG
Buy/Sell Limit Unlimited
Population 9,730
Authority Figures
-Weslen Gavirk, Forest Marshal
-Mayslen Torgun, Speaker of the Leaves
-Aromina Yasgon, Speaker of the Heart
-Ollis Tamain, Speaker of the Bark

Current NPC Cast:
Cygar Anravis
Captain Walren
Ewem
Reginar Lacklan
Acolyte of Razmir
Egarthis
Rolen Oggersmith
Evlar Thilisson
Krant

Maps:
The Rangers Lament

Prison You have spent time here, but where is here?

Temple of Razmir - Main Floor The first floor of the temple is the most accessible. This floor is open to you and, for the most part, you can go where you please. You are not, however, allowed to ascend any of the staircases leading to the second floor (in areas 2 and 6). That floor is reserved for senior members only. Unless otherwise noted, all of these areas contain normal light, provided either by daylight or Everburning Torches that crackle with green flame. Set behind iron masks mounted to the walls, these torches cannot be removed without extinguishing the light. The stone walls of this floor rise to a ceiling 15 feet high, and iron bars reinforce the floor’s strong wooden doors, most of which are unlocked. The only way into and out of the temple on this floor is through the barbican located in area 1. As a rule, the priests of Razmir open the gates only a few times per day to let the faithful come and go on missions and to fetch supplies.

Locations:
1: The Courtyard Crenellated walls surround this broad courtyard on three sides, with a stout barbican set in the south wall, its doors and gate closed to the outside world. On the East side lies the imposing face of the temple itself, with a grand staircase leading into the structure, ending in a pair of gigantic gilded doors, each one
emblazoned with the mask of Razmir. A pair of statues flanks the stairs, each carved in the likeness of the Living God. As part of their required regimen, Acolytes spend time in the courtyard each day, training and keeping fit. While exempt from such labors, senior priests often take to the cool shade of the adjoining stables, shouting orders to the new recruits. Tasks in the courtyard range from simple sparring to heavy labor (moving stones from one pile to another, unloading wagons, and other exercises). Acolytes may not leave the temple grounds without the permission of the senior priest, a request very rarely granted, though they are sometimes sent out on errands. The stable along the west wall (built partially into the outer wall of the compound) has room for up to two horses, but is currently empty. The walls of the courtyard are 15 feet high and relatively smooth. On the top of the courtyard runs a flat walkway with a low wall on the inner side and a higher, crenellated wall on the outside, providing cover to those on the walls defending from outside attacks. Recruits attempting such an escape face harsh discipline.

2: Tower Stairs This strong wooden door, reinforced with iron bars, is always locked. Only senior priests have keys. The marker for this is placed in the wrong spot on the map. It is actually referring to the door at D-3.

3: Vestibule Grand tapestries depicting the might and power of Razmir hang from the walls of this long vestibule, and a richly embroidered carpet runs down the center. Opposite the large doors leading outside is a pair of tall, slender doors, with a gigantic silver mask emblazoned on the front. A pair of smaller doors is set into the north and south walls. A flickering green light plays throughout this chamber from masked sconces that run along the walls. With the exception of the entry doors, none of the doors in this chamber are usually locked. An exceptional lock secures the western entry from dusk until dawn. The senior priests station a pair of acolytes in this chamber at all times to open the doors to the worship chamber.

4: Meeting Chamber Plush, gilded chairs, a fine table made from highly polished Andoren darkwood, and a painting on each wall—each depicting the Living God as he battles all manner of foul beasts and bends them to his will—adorn this well-appointed room. The staircase in this chamber, covered with a simple silk curtain, leads down to the lower level of the temple.

5: Armory A pair of weapon racks sits in the center of this chamber, each bearing a variety of arms, most of which look new. Mounted
to the walls is a host of steel shields as well, each one painted with the symbol of Razmir. This chamber contains 20 spears, 8 longswords, 10 short swords, 20 daggers, 6 longbows, and 8 quivers of 20 arrows each. While the daggers and arrows can be easily removed from the racks, an iron bar secured with a lock keeps the other weapons in place. Twenty small steel shields and 8 large steel shields are mounted to the walls, and can be freely removed and taken down. The back side of the eastern rack also holds 8 wooden practice swords and some rather battered small wooden shields used by the acolytes during practice. During the day, a lone acolyte tasked with polishing the weapons and shields usually occupies this room. This does not require them to be removed from their racks.

6: Worship Hall Rows of polished, black stone benches surround a vast staircase that ascends in the center of this grand worship chamber. The thirty-one white marble stairs, each carved with one of the tenets of Razmir, climb to the top of a pedestal that supports a gigantic golden mask, the symbol of the Living God. As sunlight streams through the great stained glass window high on the eastern wall, it passes through the eyes of the mask and reflects through a great emerald set
into its forehead, bathing the room in shafts of green light. In this primary worship hall for the faithful of Razmir, Acolytes must spend at least 4 hours per day praying, and 3 hours cleaning the great room. Only the senior priests may ascend the staircase, which leads to their private chambers on the second floor. The guards stationed on the floor above at all times ensure this rule is observed. Murals depicting the life and ascension of the Living God decorate the walls of this chamber. These murals start on the north wall and go around the room, the first
of them illustrating him as a young, ambitious man, garnering great riches and power while helping the poor and the weak and encouraging them to flock to his banner. The next set of murals shows him entering the Starstone Cathedral in Absalom to undertake the test to become a god, while those following show him emerging victorious, with a mask shrouding his face, so that all could worship him without fear of looking upon his ascended countenance. Finally, he is seen founding the
nation of Razmiran and spreading his faith all around the world—this last sequence a hopeful plan for the future, as his dominance is far from certain.

Temple of Razmir - BasementThe stone walls of this level rise to a 10-foot-high ceiling. The doors are made of strong wood, reinforced with iron bars. The same masked sconces used on the first floor light this level of the temple, although those in the barracks are low enough so that they can be covered with a heavy cloth to allow the acolytes to sleep.

Locations:
7: Hallway Several doors leading to other underground chambers flank this long hallway. A simple carpet, stained and worn, runs down the center of the hall. At the West end is the symbol of Razmir, crudely painted on the wall. This hallway leads to the barracks (area 8), acolytes’ dining hall (area 9), and kitchen (area 10), and also to two sets of stairs. The Northern stair ascends to the armory (area 5), while the Southern stairs lead to the meeting chamber (area 4).

8: BarracksEight wooden double bunks rest in this room, each outfitted with simple straw mattresses and a thin blanket. A communal table sits in the center of the room, flanked by four chairs. Two chests lie open between the bunks, each one loaded up with fresh white robes. Pegs are mounted to the walls above the chests for the Acolytes to hang their masks on when they are not wearing them. An everburning torch rests in a cloth-draped frame hanging from the ceiling above the table.

9: Dining AreaThis chamber contains two long, wooden tables, with chairs arrayed on either side. Scraps of the morning meal litter the floor and the smell of stale wine hangs heavy in the room. A green everburning torch provides light. Meals are served in the Acolytes’ dining hall at eight bells in the morning, noon, six bells in the evening, and again at 10 bells, late at night. At these times, four to six acolytes usually sit here, along with a few junior priests, eating their meals in relative silence. The food here is free, but usually cooked by Krant and thus of poor quality. Although not very tasty, the food is not actually harmful, and plenty may be had for those who can stomach it.

9: Dining AreaSacks, barrels, crates, and other cooking supplies dominate much of this room, and the stench of dirty pots is almost overwhelming. In the corner, a few dying coals smolder in a simple cooking hearth. Despite the poor meals served to the acolytes, this well-provisioned chamber stores a variety of meats, cheeses, fresh bread, and produce, all delivered daily. Most of these good supplies are kept under the table in a locked cabinet.

RULES OF THE FAITH

  • Razmir is the god above all other gods. Those who would claim otherwise are jealous of His glory and spread lies in an attempt to tarnish his mask.

  • Those who follow the steps of the Living God will be rewarded with glory and riches. Those who turn from His path shall have neither.

  • Razmiran, the realm of the Living God on this world, is sacred ground, and it is the duty of every believer to protect and enrich this sacred place. Every temple to Razmir is an extension of this sacred realm.

  • Those who have ascended the steps speak with the authority of the Living God. Failing to obey them is akin to disobeying the will of Razmir Himself.

  • Tithing to the faith is a holy responsibility. The faith of Razmir must have the resources to fight against His enemies, who use their vast sums of ill-gotten wealth to spread lies and deceit.

  • Those who do not believe must be converted to the faith of Razmir by showing them the glory and wealth that awaits them in His service. Those who refuse are corrupted by the unfaithful and should be denied such luxuries.

  • Only those who believe in the Living God deserve a life of plenty and pleasure. Others must suffer and toil until they see the light of Razmir.

  • The mask of the Living God is a divine vessel. Behind its protective embrace, His followers can speak the will of Razmir without fear of rebuke. His followers must wear the mask whenever they deal with nonbelievers, so that they might come to fear His image.

  • The followers of Razmir act as one. Through anonymity comes solidarity, with each part working together to further His glory.

DAILY ROUTINE

7:00 a.m. Arise. New acolytes are wakened by Krant and taken into the dining hall for breakfast.

7:30 a.m. Simple labor in the yard. This usually involves cleaning up the stables, splitting timber, unloading deliveries and weapon and armor maintenance.

11:00 a.m. Prayer and tutelage in the temple. Egarthis descends from the second floor to instruct the Acolytes (new and old) in the power and glory of Razmir, telling about his mighty deeds, his generous gifts,
and his incredible power.

12:00 p.m. Lunch.

12:30 p.m. Cleaning. The new acolytes must clean the first floor of the temple.

3:30 p.m. Afternoon prayer. All acolytes must attend.

4:30 p.m. Training. The new acolytes are taken out into the yard and trained how to interact with the public.

7:00 p.m. Dinner.

7:30 p.m. Evening prayer.

9:30 p.m. Transcription. The final 2 hours of the day copying holy texts by candlelight in area 4.