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Hmmm.... so last night my PCs stopped by the garrison (the morning after dropping off Filge) to give their statements to Lt. Mikkela. They told her pretty much _everything_ including their trek through the Whispering Cairn, their incursion into Filge's home, and what they learned about the cult under Dourstone mine, and the letter from Smenk to Filge. They also showed her the worm.

She kept the letter as evidence, but agreed that they should show the worm to Allustan. She admitted to them that not only was the dourstone mine out of her jurisdiction (as it is technically within the town limits, or at least just on the edge) and also that since Filge was apprehended within town limits (the observatory) he would likely need to be transferred to the sheriff's office. She thanked them and asked them to look for a note from her at Allustan's after she speaks to Capt. Trask. She also suggested they watch over their shoulder. Now they are very nervous, and refuse to split up! :-)

NEway... now to the problem. Oh, and Dave, Dave, Alana, Wilson, and/or Alfred, if you happen to be reading this... STOP.

Now that Lt. Mikkela knows about the cult under the mine, and has some evidence to corroborate both the cult's existence and the "strange undead" in the hills, it is only logical that the militia would get involved. Even though they may not have jurisdiction within the town, surely they would go to the mayor with their evidence and, assuming he is not a member of the cult, he is likely to agree to having their help, thus eliminating the need for the PCs to go down into the mine.

So, this is the solution I am considering: There is a cultist in the garrison!

The PCs seem to like Lt. Mikkela, and one of the PCs is starting to develop a crush on Mélinde, so I would rather they be in danger, than traitors. I'm thinking either that Lt. Skunt is the cultist, and over heard the questioning of the PCs, or Capt. Trask himself is the cultist.

Either way, Lt. Mikkela will be found dead alongside Filge, appearing to have killed each other in battle during an escape attempt. Thus either the information never gets to the Captain, because Skunt takes Mikkela's book of notes, or Capt. Skunt accepts her report, but obviously covers it up, and kills her.

The PCs are likely also going to get a visit from some assassins in the night!

My only quandry is, who should be the cultist, Skunt, or Capt. Trask?

Andoran (Pathfinder Adventure Path Subscriber)

Deimodius wrote:
My only quandry is, who should be the cultist, Skunt, or Capt. Trask?

Lt. Skunt.

Trask may be in a dead-in town in the twilight of his career but I think he'd be more likely to be focused on "retiring" than potentially finding himself at the end of a rope. Lieutenants can vanish for illicit activities more easily than the commanding officer of the garrison.

Build a backstory for Lt. Skunt that ties him to Alhaster and as a worshiper of Hextor. It won't mean much to the players at this point but later on they'll have a "oh remember that cultist traitor SOB we snagged"-moment later.


You can also involve Valkus Dun and the disappearance of the previous priest of Heironeous. Mayhaps Skunt was responsible. Either way, I'd definately go with Trovost Skunt as the traitor. Even his name sounds evil.


When I introduced Lt Skunt to my PCs (more as a formality, he didn't really do much), one of my players said, "unfortunate name."


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