GM Budd the C.H.U.D.'s "The Price of Immortality" Trilogy

Game Master Budd the C.H.U.D.

The Price of Immortality Trilogy, part two - Masks of the Living God!

CURRENT MAP - On board the Black Mist

A group of young heroes set out upon what was meant to be a simple coming-of-age ritual, but found the Crypt of the Everflame overrun with undead horrors in the wake of a botched tomb robbery. Now, the cult of the Living God, Razmir, beckons in the distant city of Tamran, the origin of this great tragedy. The young Heroes of Kassen prepare now to head south, down the River Tourondel to the banks of eerie Lake Encarthan, where the next phase of their adventure awaits...


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The Kassen Gazetteer:

People of Kassen:
Cygar Anravis - A mysterious, heavily scarred outsider who came to Kassen four months ago. He mostly keeps holed up in his rented room at the Seven Silvers Inn, but has been spotted wandering the town and observing certain individuals from time to time. There are many rumors following Cygar, including that he might be a member of the infamous Pathfinder Society.

Mayor Jonark Uptal - Kassen's long-serving mayor, he is a fair but cautious man. Most of the people of Kassen have great love and respect for Mayor Uptal, stemming from his days repelling goblin tribes from the south. He is the one who normally performs the Quest for the Everflame most years, along with a few of his trusted friends.

Sir Dramott - A paladin from Lastwall, he is stationed in Kassen in order to keep watch for orcish invaders from Belkzen. He is honorable, but a bit of a stiff, and the local authorities are often irritated when he steps on their toes, as he has no real jurisdiction in Kassen. He is a potential mentor for paladins, warpriests, or other holy warriors.

Jocyn Elmaran - A local entertainer, he settled in Kassen four years ago after a nasty run-in with an orc scouting party left him battered and wounded, both physically and mentally. He lives in one of the rooms at the Seven Silvers, and is a genial, carefree, and good-humored man despite the trauma in his past. He is a potential mentor for bards and a beloved figure in town.

Grimscar - Half-orcs have a nasty reputation as it is, and Grimscar isn't helping matters any. A local troublemaker, he works for the Woodcutter's Guild. Nobody likes being on his bad side. Abused and ridiculed for most of his life, he has learned to take out his frustrations on others. There is always a collective sigh of relief in Kassen when he is out of town for a few weeks on lumber shipments. And yes, he has a scar, and it is quite grim-looking.

Holgast - A very eccentric wizard who lives in a cruddy, leaning tower on the east side of town. Holgast is quite the character, and has taken many apprentices over the years, though he runs most of them off following one of his typical mood swings or through his abuse of constant, back-breaking chores in place of proper lessons. Forgetful, somewhat irresponsible, and prone to bouts of heavy herb usage and long naps, he is hardly a role model, but from time to time his counsel proves valuable. He is a potential mentor for wizards, alchemists, and arcanists.

Jimes "Short Change" Iggins - A halfling waiter at the Seven Silvers, he is a sly, sneaky sort who has earned his nickname well. If he wasn't so darned likable and friendly, someone would have called him out on this and gotten him fired long ago. To Short Change, a bit of thievery all in good fun is fair game, and he is happy to serve as an undercover mentor for any wannabe rogues.

Braggar Ironhame - A foul-tempered dwarf who serves as one of the most respected blacksmiths in Kassen. His wares are expensive, but top quality. He is also prone to bouts of violent rage, but has spent years attempting to master this temper, meaning he can also act as a mentor for barbarians.

Guardsman Golfond Kir - A likable and reliable member of the town guard, Golfond suffered head trauma as a youth that left him a bit on the simple side, but his kindness has allowed him to continue to live a life close to normalcy. Sometimes, however, he falls victim to pranks and cruel jabs from Kassen's less decent citizens, and he tries to shake these off with a smile and a laugh. However, he refuses to partake in any such pranks himself, including those directed against Guard Captain Wisslo, who is otherwise Kassen's favorite punching bag.

Arnama Lastrid - An orphan of the war with the Molthuni forces, Arnama has become Kassen's most reliable outrider and scout since moving there some years ago. A highly skilled ranger, she has taken a number of younger rangers-to-be along on her scouting missions, for better or worse; many of her protegees are more interested in pursuing romance with her than following her grueling, undisciplined, lead-by-example style of teaching. She is a possible mentor for rangers, hunters, and other woodsy folk.

Ilimara Oniri - A mysterious and beautiful woman from Qadira who lives on the outskirts of Kassen. She can be seen practicing a style of exotic martial arts that resemble a dance every morning. A worshiper of Irori, she is willing to share her curious and powerful fighting secrets with those interested, but there's something off-putting and slightly eerie about her. She is a potential mentor for monks, brawlers, and other martial arts practitioners.

Father Rantal Prasst - The handsome young priest who leads Kassen's Temple of Erastil, he is open-minded enough to allow the worship of many gods at his house of prayer. His youth and hard-headedness mean that many in town do not take him as seriously as his forebearers, but he has many young female admirers. He does not like to talk about it, but he served as a soldier in Tamran, the capital of Nirmathas, when it was last sacked by the Molthuni forces and saw some horrible things, leading him to quit the army and take up the cloth. He is a possible mentor for clerics or other divine spellcasters.

Asina Silvers - A cute and sweet-hearted 13-year-old girl who works for her father at the Seven Silvers Inn. She greatly resembles her late mother, and is quite the town gossip. She is torn between wanting to prove herself to her father by taking over the Seven Silvers eventually and her true dream of moving to the "big city" of Tamran.

Trelvar Silvers - The owner and manager of the Seven Silvers Inn, Kassen's most thriving establishment. Despite the success of his business, he has suffered a number of tragedies in recent years with the passing of his wife and infant son, and relies heavily on his daughter Asina for support. It seems he thinks little of Asina's desire to take over the Inn, and perks up at any notion of wealthy visitors to town, hoping to marry her off properly. A lot of his longtime friends worry that his depression is changing him into a shadow of his former self.

Olmira Treesong - The town's local druid. Nearly a match for Holgast in terms of eccentricity, the middle-aged Olmira only wears clothing made from natural materials like leaves and bark, is accompanied by hordes of woodland creatures, and talks to herself and her animal cohorts constantly. Those wishing to learn the druidic arts from Olmira find themselves forced to undertake some truly bizarre training rituals. She is a potential mentor for druids or other nature-based divine spellcasters.

Moltus Vargidan - Patriarch of the wealthy and reclusive Vargidan family, Moltus was the most popular subject of sinister rumors in Kassen before Cygar's arrival. He has a dozen children from different mothers, a pair of lifelong servants, and a callous attitude. It is said that his family possesses strange innate powers, but good luck gleaning any further information from them in person; the Vargidans, Moltus in particular, are notoriously secretive. Despite this, Moltus is a possible "mentor" for sorcerers or bloodragers, though he is no kindly teacher.

Colbin Vetnar - Guildmaster of the local Woodcutter's Guild, Colbin Vetnar is one of the most powerful men in Kassen. He is the opposite number to Mayor Uptal, ruthless and self-serving. He has a tendency to "creatively interpret" local laws into favoring himself and his guild. Unpopular as he is, he brings in a lot of money to the town, so he is seen as something of a necessary evil. He is also Grimscar's boss, so that's not winning him any friends...

Guard Captain Gregor Wisslo - Disciplined to a fault, obsessed with order and schedules, and generally seen as a pain in the rear, Captain Wisslo is seen as just as big of a "necessary evil" as Colbin Vetnar; the difference being that Wisslo is undoubtedly a good man, if overly stern. His methods clash with the spirit of individualism and independence that Nirmathas is all about, so perhaps he was destined to be disliked by those he is sworn to protect. His own troops tease him ("Captain Is-Slow" is a favorite taunt) and pull pranks on him. He is a potential mentor for fighters and other purely martial types.

Roldare - Kassen's favorite cobbler. Look down- you see those shoes you're wearing? Odds are good that Roldare made those. A bit of an odd duck, Roldare keeps to himself, but seems friendly enough.

Dimira - Roldare's younger sister, she is a cleric-in-training under the watchful eye of Father Prasst. She has had her work cut out for her lately in quelling rumors that she and the dashing priest are involved romantically.

Places of Kassen:
Map of Kassen

1. Seven Silvers Inn - Run by Trelvar Silvers, this comfy, two-story inn also happens to be host to Kassen's most popular taproom. Things don't usually get too out of hand here.

2. Greathall - This large, three-story wooden structure is used for weddings, celebrations, town meetings, and other large social gatherings. This is where the celebration for the heroes returning from the Quest for the Everflame will be held.

3. Woodcutter's Guildhall - The Woodcutter's Guild is very powerful in Kassen, and every piece of lumber leaving down the Tourondel to Tamran bears their stamp (a nice piece of legal shenanigans pulled off by Colbin Vetnar).

4. Temple of Erastil - Father Prasst presides over this humble place of worship, which also boasts shrines to many of Golarion's other deities.

5.Town Watch Headquarters - Guard Captain Wisslo can usually be found here if he isn't out patrolling. This is also where local troublemakers might find themselves imprisoned if they aren't careful.

6. Renet's Steel - One of the other most successful blacksmith shops in Kassen, prices here are cheap but there are no masterwork items to be found.

7. Arnama's Home - The home of the ranger Arnama Lastrid. Those who have spent time training with her will find that it is far from spotless, yet she imposes surprisingly harsh rules of conduct on visitors.

8. Sir Dramott's Home - The visiting paladin from Lastwall can be found here.

9. Braggar Ironhame's Shop (Ironhame Metalworks) - Looking for masterwork weapons or armor (or a long, curse-laden rant)? This is the place to go, but don't expect quick work or friendly company.

10. The Vargidan Estate - The reclusive and mysterious Vargidan family lives here, complete with its two full-time staffers. It is something of the local spook house, and most sensible folk avoid it.

11. Holgast's Tower - The dilapidated, slightly-crooked tower workshop of local arcanist Holgast is here. In addition to seeking out the wizard for training, one might also travel here in order to purchase magic items, of which Holgast has a small selection for sale.

12. Mayor Uptal's House - This modest waterside home is where the good Mayor Uptal hangs his hat (or headband, as the case may be). He has his own little fishing boat that he likes to go out on to relax after a tough day of work.

13. Ilimara's Home - The residence of the mysterious Qadiran, Ilimara Oniri. One hoping to observe her unusual martial arts practices can find her outside on the lawn every morning at dawn, training.

Not listed - the residences of your own player characters! Also note that quite a few residences are outside the walls, and are not necessarily depicted on this map. That is the Tourondel River you see running alongside the north side of the town, and while technically the residences on the north side of the bridge could be considered to be in Lastwall, everyone still considers it a part of Nirmathas. The woods to the South are indeed a part of the formidable Fangwood.

The Legend of Kassen:
Nearly 200 years ago, when the land that was to become Nirmathas was still a vassal to the Empire of Cheliax, the northern reaches of the Fangwood were a wild and untamed place. The crusades that laid low the Whispering Tyrant to the north were a distant memory, and those who remained were intent upon keeping the orcs of Belkzen and the remaining undead from Ustalav in check. As a result, the great forest was full of danger, from marauding orcs to deadly predators, making it unsafe for merchants hoping to trade with the growing community of Skelt in the foothills of the Mindspin Mountains to the west.

Ekat Kassen was once a crusader from Lastwall. He fought with bravery and distinction, earning many accolades during his service. Soon, however, he realized that he desired more from life, and he left Lastwall's military alongside his longtime friend and comrade, Asar Vergas, in order to take up the life of an adventurer. Soon, they met an elven magus named Iramine, whose beauty and strength captured the hearts of both Kassen and Asar. Their travels took them all over the lands surrounding Lake Encarthan.

These three heroes would have many adventures, striking down evil in many forms and amassing great wealth along the way. Kassen was a mighty defender who protected his allies faithfully; Asar's strength and skill with the blade sent foes fleeing in terror; and Iramine's powerful spells crushed those fool enough to remain.

But a life of never-ending adventure is destined to be a short one, even for the greatest heroes. Ekat Kassen felt middle age encroaching upon him, and found that the wealth he had attained was more than he would ever be able to spend. After one final, glorious mission with his longtime friends, he, Asar, and Iramine went their separate ways.

The wilds of the northern Fangwood called to the freshly-retired Kassen, and he ventured to the banks of the Tourondel River and set about taming the land. This land, if settled, would be a natural stopover for those traveling to Skelt; and so Kassen went to work. Ten years later, Kassen's Hold, as it was then known, stood proud and prospering upon those banks, a rough-and-tumble tribute to Kassen's own indomitable spirit.

But the history of Kassen's Hold would not be a peaceful one. As Ekat Kassen grew old and resigned himself to the relatively cozy job of Lord Mayor, envious eyes glowered in the north. A reunion between old friends was due, and it was not to be a happy occasion. Asar Vergas had long obsessed over Kassen's fortune, feeling cheated after their final adventure together left him with what he felt was an unfair share of the treasure. The years had dulled Ekat Kassen's edge, perhaps, but they had only fanned the fires of Asar's jealousy. Asar marched on Kassen's Hold with a small army of mercenaries at his heels. For two months, Asar's hired swords raided and laid seige to the town, holing themselves up in an ancient crypt located in the nearby Fangwood. His hand forced, Kassen took up his old sword and shield and set out toward the old crypt to confront his old friend.

The battle was brutal and bloody. At the end of it, Asar was dead and Kassen himself mortally wounded. Two days later, on the 11th of Neth, 4535, Ekat Kassen died from his wounds. Those slain in the battle were buried within the very same crypt Asar's forces had occupied during the siege. In honor of his great sacrifice, Kassen himself was interred in a place of honor above Asar's own tomb, symbolizing his victory over the traitor. A magical, ever-burning flame was created by the town's greatest surviving spellcasters and placed above Kassen's sarcophagus, with a clear message inspired by Kassen's legacy: may all those who visit this place find warmth in the wilderness.

The Quest for the Everflame:
Since then, Kassen's tomb- also known as the Crypt of the Everflame- has become a significant part of the town's history. The village, now known simply as Kassen (only the old folks still call it Kassen's Hold), holds a special ritual every autumn in which representatives travel through the Fangwood to the Crypt in order to light a lantern using the "Everflame" that still waits above Ekat Kassen's final resting place. When they return to the village, this flame is used to light the hearth, where it is preserved for the entire winter as a symbol of the town's resilience. Most years, it falls to the town's leaders, typically the mayor, his friends, and a few powerful locals, to perform the task. Every few years, however, the best and brightest of the town's youth- or, alternatively, those most in need of a reminder of how much was sacrificed in order to protect their homestead- are elected to step forth, take the lantern, and make the difficult journey to the Crypt and back. The Quest for the Everflame begins with a solemn ceremony in the center of town, in part a sort of recreation of Ekat Kassen's fateful departure to wage a final battle against his traitorous friend Asar. Upon the successful return of those undertaking the quest, a grand feast is held, typically within the Greathall, celebrating both the retrieval of the Everflame as well as the continued resilience of the community. This celebration is, in itself, sufficient motivation for some citizens of Kassen to undertake the Quest, as rewards come many (and varied) upon the return to Kassen.

The Quest for the Everflame has changed over the generations, as has the Crypt itself. Kassen's best artisans have turned the dank, long-abandoned tomb into a sort of museum dedicated to the town's founder and history, and it is assumed that eventually someone will get around to investigating what the tomb was doing there when Asar and his men found it in the first place. The most exciting change to the Quest for the Everflame comes in the form of traps and challenges installed into the Crypt on years where the town's youth are given the task. These challenges, ranging from puzzles to simulated combat, are set up ahead of time by a group of villagers who typically travel to the Crypt a few days ahead of time. Clues, gifts and quality gear hand-picked for the adventurers are often placed within as well, partly as confidence-boosters and partly as a reward for being brave enough to take on the job. While many of these challenges are designed to be difficult to overcome and can be dangerous, injuries are fairly rare and no one has ever died undertaking the Quest.

Well, there was that one time a guy broke both of his legs- but that was because he tried to walk down a slippery slope without securing a rope first. The lesson is: even knowing that most of the challenges within the Crypt are set up as a sort of joke, and designed to be fairly safe, the best advice any adventurer can heed is to treat them as if they were real.