Weekly Pathfinder
Oct. 13th, 2024 10:57 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Tonight was a night I really appreciated using a premade adventure in Pathfinder. Immediately the players moved the opposite direction to expected. The first door they checked was locked, and the Gunslinger broke their picks on it. The second door was barricaded, and the Gunslinger jammed it even worse. So they gave up exploring east and went back west again.
The Thaumaturge and the Psychic entered a room, where they found two cultists and a demon. The cultists saw through the Psychic’s disguise, but not the Thaumaturge’s. So one of the cultists pulled the Thaumaturge aside, and informed him he was being followed by an intruder—the Thaumaturge then claimed he knew that, and was going to lure the Psychic to the prison, but he’d lost his key. So the cultist handed over his own key to the prison, before saying he had to keep attending the ritual.
The party then went back to the locked room, and tried their new key on it. They had to fight off a yeth hound, which attracted the attention of one cultist from another room—although unbeknownst to the party, their cultist “friend” prevented anyone from another room investigating. The party then failed to find a hidden note in the prison, and investigated where that other cultist had come from, finding an empty workshop—one occupant terrified away by the yeth hound, the other the one who went to investigate—and the Thaumaturge set off a cage trap that caught the Psychic. The Gunslinger was able go force it open again though.