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Knowledge Religion: 1d20 + 5 ⇒ (3) + 5 = 8 I rolled even if Jawhar made the check to see if Gudule knows things about the cult.
Gudule nods.
"Yes! I'm eager to meet these norgorberites, norgorians, norger... Whatever they're called, I'm eager to meet them! Do you know anything special about them, Jawhar?" he asks cautiously.
Once Jawhar has spoken, Gudule will enter the room.

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"Good, let's get in. I love not-smart ideas. They always end up fun. Or dead." he says, shrugging.
He opens the door as smoothly as possible, trying to mimic the body language he saw when the group encountered other cultists earlier, using his talent as a comedian to impersonate the best what he think is a secretive cultist of a god he doesn't remember hearing about. He stays quiet.
Bluff (versatile comedy), touch of glory: 1d20 + 11 + 3 ⇒ (15) + 11 + 3 = 29

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@Talondreal and Saint Gudule: Honestly, you're not even sure if this is a "cult" per say, it's possible that the robes and masks are simply a uniform of some kind.
This mess hall’s north and south walls are fitted with shelves containing mismatched goblets, platters, and bowls. A number are made of fne porcelain emblazoned with crests of noble families. A raised table with three lavish chairs stands at the east end.
The cultists turn to look at you, but with the robes, masks, and Saint Gudule's performance, they quickly look away and return to their conversations and feasting.

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Jawhar will look around, wondering why such elaborate imagery would have been painted on the doors into a mess hall, but stay quiet waiting to follow Gudule's lead.
As he muses, he touches Gudule's shoulder and refreshes the goddess' blessing. Using Touch of Glory again

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Regnum stands there at the entrance, weapon ready but out of sight should this go badly. Man, I'm glad I'm not the one trying to bluff them

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Ok, thanks for the note, GM
Gudule comes back to the group and whispers: "Either we take a moment to eat, or we just go with it and continue to explore the level. What do you prefer?"

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"We could sit and converse, possibly, but I reiterate my warning about eating anything. If you don't want to risk trying to learn more then we should just keep moving."

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Gudule nods and goes towards the shelves homing the plates and bowls with the crests of noble families. He looks at them and wonders if he has already seen any of them in his travels...
Knowledge Nobility: 1d20 + 5 ⇒ (13) + 5 = 18

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You eat and drink with the cultists, but nothing of any interest happens.

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The paladin is quiet during the meal. He wants to hear what others say in the course of the repast.

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"Fine, let's go see what else we can find."
Jawhar heads back into the hallway and proceeds to the next door.

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Heading to the hallway on the left, Jawhar notices that it is placed farther off to the side than other doors.
Wondering if this is an indicator of importance, he scans the door for obvious traps before opening the door.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16

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Actually, you dear hear the cultists talk a little bit about the dishes and silverware. They say things like they are competing for who stole the best dishes on their initiation. (you realize that in order to be a member, you have to steal some kind of dish to bring to the mess hall).
***Jawhar's door***
Not finding anything suspicious, you open the door.
This chamber is someone’s personal quarters. A comfortable bed stands in the southwest corner. Several small keepsakes, including a couple of small leather journals, clutter the wall shelves.
The keepsakes on the shelves include a gold chess piece worth 25 gp, an ivory comb worth 40 gp, and a statuette of a woman with a lyre worth 15 gp.

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Heading up with Jawhar and Barm. Unhappy that the cultists were left alive, but happy that his group got out without issue. "So, we going back to take out the cultists?"

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"Why would we do that? They haven't done anything to us, yet.
Our mission is to explore, not to eradicate all life in the tower.
Speaking of which, those journals will undoubtedly contain valuable information if we can find time to read them."
Jawhar enters the room and slips the journals into his pack.

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"True, but, well, I have never left enemies on the flank before and don't want them sneaking up on us when we least expect it. Maybe lock them in or something if you don't want to down them?"

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"Unless they find those unconscious guards, I am not sure they qualify as enemies yet.
Do as you will. Locking three doors into that mess hall without alerting someone may prove difficult."
@GM What time of day is it?

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@Jawhar, I'm going to say around 11am, closer to 12 after eating in the mess hall.
I suggest you all vote on what to do based on the differing opinions.

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Jawhar will sit down in the room and start reading one of the journals while the rest of the party determines whether they are evil or not.

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I think we should not be killing people who have not attacked us. If we are attacked that is another thing he says once he discerns whether or not there is magic in the room.

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I think we should not be killing people who have not attacked us. If we are attacked that is another thing he says once he discerns whether or not there is magic in the room.
You detect no magic in the room.

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Gudule nods.
"Talonderal and Jawhar speak of peace and freedom. I agree." he says, looking over Jawhar's shoulder.
"Anything interesting?" he asks the cleric.
What kind of information is written in the journals?

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Oddly, it doesn't say what is written in the journals. I guess the scenario doesn't expect you to take the time to read through them. I'm going to assume that it's likely non-important information to you, like what the person ate for lunch, how he doesn't like one guy's personality, etc.
You've seen people coming and going from the room to the northwest, so you know the door is not trapped. You open it to see inside.
The double bunks and footlockers in the alcoves of this large room suggest it serves as a barracks. The walls are decorated with simple paintings and murals, which include sketches of building, temple, and ruin layouts with notations suggesting how to get past obstacles and traps. Two small privy chambers stand against the southern wall, and doors exit to the southeast and the northwest. There are three cultists in this room, with one having more decoration than the other two. All three are playing cards at the table with their masks off. They all look like normal humans.
Since most of the cultists don't see you for long and you're wearing their uniform, they really don't have a reason to be suspicious of you or attack you currently. At some point they are likely to notice the dead guards at the front during a shift change though, or realize that they have more cultists than they are used to having.

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You said that they weren't dead. I also healed both of them. Still unconscious though, so that is merely semantics.
Jawhar follows along with the others. When he sees the room, he is impressed by how much information these thieves share with each other. So organized. They must be quite efficient.
Under his breath, he says to the others. "Let's just continue to the opposite entrance. It will look more natural than backing out."
I hope we can talk our way out of this if something goes amiss.

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Barm start to whisper. "At some point someone will notice that something is wrong and all those cultists will come to us. I think it's better to eliminate them when they are in smaller groups! I know three of you do not want that, but I'm telling you that for your own good. They are evil!"
"Think again! If you agree, I'll go into this room and attack them and Regnum will support me."

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Regnum nods at Barm who is also removing his cultist items. "Well, shall we continue on and see what the remainder of this floor holds for us?"

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Based on the discussions of what to do to these cultists and most of these rooms being "empty", I'm going to skip you to the most relevant room to the plot here.
Rows of pews and a stone altar on a low dais show that this room is a shrine. A large statue of a mysterious, hooded figure stands solemn vigil at the east end. Paintings on the walls depict a grayhooded man in a variety of exploits and triumphs, culminating in his ascension to godhood, when he begins aiding lesser thieves.
Here there is a women instructing two new members of the "cult" of Norgorber. She turns to face you, "I know you're not members of our group...so tell me, how did you get here and why?"

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Saint Gudule, still cloaked and masked until then, rips his mask off and throws it on the ground with a theatrical gesture.
"You have unmasked me!" he shouts, keeping his pose.
After three long seconds, he grins widely and shugs.
"We found the ruins of this tower - you do know you're in a tower's basement, right? - and slayed goblins and skeletons before finding your cult. As we were curious, we shared a meal with some of you and enjoyed our time here. We wanted however to know what was the name and motto of your organization. We know you hail Norgorber as a god and are thieves of plates from noble's houses. I am a very curious and shifting man..."
As he speaks, his face shifts from an andoran with elf's ears to an osiriani with tien eyes, then scales grow on one part of his face before fading in a patch of purple skin.
Diplomacy, ToG: 1d20 + 10 + 3 ⇒ (2) + 10 + 3 = 15 +1 if you consider it's bluff instead.

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Did we loose the cleric of Sarenrae? If we did we might be in trouble because my healing is very limited and I still cannot cast 1st level paladin spells