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Pathfinder #217: Death Sails a Wine-Dark Sea

Events (Cults)

Source Pathfinder #217: Death Sails a Wine-Dark Sea pg. 66
A cult doesn’t evolve in a vacuum. Over time, different Events present new opportunities and conditions that help vary the experience. At the beginning of each cult phase, roll 2d6 and add the cult’s Event Modifier (between +2 and –2; see Cult Fervor). Compare the result to the table below.

The events presented here aren’t an exhaustive list of possibilities. A GM can create and substitute comparable events. Results of 8 or higher present situations caused by the cult’s excitement and activity, which are often positive. Results of 6 or lower present uncertainty, discontent, or demands, which typically drain resources or introduce threats.

Events

2d6 Event
14Divine Renaissance
13Cult Collaboration
12Zealous Schism
10-11Wave of Evangelism
8-9Cult Rivalry
6-7Business as Usual
4-5Persistent Petitions
2-3Empty Pews
1Infectious Nihilism
0False Gods
14 Divine Renaissance: The figurative stars align, and the cult overflows with energy, enthusiasm, and focus. Increase the number of cult activities the cult can perform during this phase by 2.

13 Cult Collaboration: Impressed by the cult’s zeal, another faith proposes collaboration toward a common goal. During this cult phase, treat any success when Creating Wonders as a critical success.

12 Zealous Schism: A topic captures the congregation’s imagination yet exposes a doctrinal flaw that fuels intense disagreement and debate for the duration of the cult phase. This could end catastrophically, yet the followers are also perfectly primed to receive fresh wisdom. During this phase, increase the DC of all checks to Teach Doctrine by 2, and treat any d4 rolled to determine the maximum FP change as a 4. However, a critical failure has devastating, variant results: the cult loses half of its Recruitment Points at the end of the cult phase, representing a splinter faith that departs the cult in outrage.

10–11 Wave of Evangelism: Adherents can’t help but spread word of their patrons’ wonders. During this phase, treat any success when Recruiting Adherents as a critical success.

8–9 Cult Rivalry: The growth and miraculous claims of the PCs' cult have drawn the attention of another cult, jealous of their new rival. At the end of this phase, the rival cult attempts a DC 9 flat check to steal an important relic, lure away followers, or inflict other kinds of damage against the PCs' cult. The PCs' cult can Assist the Pantheon one or more times during this phase, dedicating the effort toward fending off the rival cult rather than granting the PCs Aid on checks. For each success, increase the flat check DC by 2. For each critical success, increase the flat check DC by 1d4+1. The following occurs based on the flat check result.
Critical Success As success, but the cult loses 2d4+1 FP and 2d4+1 RP.
Success The rival cult accomplishes its goal, disgracing the pantheon. The cult loses 1d4+1 FP and 1d4+1 RP. Optionally, this rival cult becomes a recurring thorn in the PCs' side, and its members occasionally appear in the PCs' adventures as antagonists and unfriendly NPCs. The GM might even include gameplay opportunities to lure back wayward adherents or steal back a lost relic, potentially reversing any losses from this event.
Failure The rival cult's plot fails.
Critical Failure The rivals are thwarted so decisively that the PCs' cult gains 1d4+1 FP.

6–7 Business as Usual: No special event or conditions apply to this phase.

4–5 Persistent Petitions: Followers bombard the pantheon with prayers and requests for small miracles, doubting their patrons' power the more these prayers go unanswered. During this cult phase, a PC chosen at random hears a number of their followers' prayers equal to the cult's Size modifier. They can fulfill one prayer by spending 3 actions and expending 1 Mythic Point within the next hour. At the end of the cult phase, the cult loses 1d4 FP for each prayer that went unanswered.

2–3 Empty Pews: Followers lose interest and stop attending services. However, the right miracle or attention might reinvigorate the cult like never before. During this cult phase, any time the cult earns 1 or more RP, it earns 1 additional RP. Likewise, any time the cult earns 1 or more FP, it earns 1 additional FP. At the end of the phase, the cult loses 1d6 FP and 1d6 RP.

1 Infectious Nihilism: Uninspired adherents spend more time complaining among themselves than working toward the cult's ends. During this cult phase, any flat check that results in a failure is treated as a critical failure instead.

0 False Gods: Discouraged adherents have come to a terrible conclusion: their pantheon consists of charlatans! Several followers arm themselves and hone their skills before launching an attack at some point during this cult phase. This is a moderate combat encounter, and the followers wait to strike until the PCs have expended some of their daily resources. Whatever the result, the cult loses 1d10 RP to reflect the followers who perish in the fight or flee in the aftermath.