Mr. GM, Guide Me into the Cult of Agony

 In the previous session, one of my players, a devout follower of the god Mythris, discovered a strange sanctuary to his god in the city. It was the headquarters of a secretive and elusive order. He asked to join and undergo the trials required for initiation. Since we were nearing the end of the session and I wanted to make it interesting, I told him we would resolve it in our next session. Over the course of the week, I had time to think about it. The order, I told him, had several levels, each with its own trial. However, only one trial could be attempted at a time, and each trial could only be undertaken once the initiates returned to the surface. They couldn't take all of them in the same "city phase."

The first trial needed to be something that could be completed quickly, so that the character would enter the cult and feel motivated to level up. First, we set the trap, and then the bait. For me, the god Mythris is akin to the vengeful god of the Old Testament: powerful, not as merciful as the god of the New Testament, and somewhat vindictive. A god for hard men. This order is inspired by the flagellant sects and also by the mystical, absurd figures in the “Capitol” of The Simpsons.

Each level of initiation has painful trials that, once completed, grant fascinating benefits. Below, I’m sharing the first few levels with their trials and their rewards.








The Pain Bearers - Levels of Initiation


Level 1: The Trial of the Candle of Pain

Trial Description: The initiate must enter a dark chamber blindfolded, with no source of light, and find a candle hidden within. They must rely on their perception to locate the candle, using clues such as heat, airflow, or sound. The chamber is filled with venomous snakes and other dangers, so every wrong step could have deadly consequences.

Benefits of Level 1:

  • Access to the general library of the Pain Bearers, where knowledge about the sect, rituals, and Mythris’ wisdom is kept.
  • Connection with the Pain Bearers, a faction within the order that might offer assistance in the future.

Level 2: The Mark of Pain

Trial Description: The initiate must stab themselves with a poisoned knife in the chest and carve the symbol of the order—a thorn—into their skin.

  • 3 Dexterity checks are required to properly carve the symbol.
  • Resistance to pain checks must also be passed for each attempt. If any checks are failed, the initiate suffers damage.
  • If a Dexterity check is failed badly, the initiate must start again from another part of their body.

Additionally, for the next several days in the dungeon, the initiate will be unable to eat due to the lingering effects of the poison. They must endure this suffering while navigating the dangers of the dungeon with only limited sustenance.

Benefits of Level 2:

  • Access to deeper knowledge within the sect, including information about the Worm of Dreams.
  • Ecstasy of Agony: After receiving damage, the next check performed by the initiate is done with advantage.

Level 3: The Blind Eyes

Trial Description: The initiate must sew their eyes shut with silver thread and descend into the dungeon for 3 days without removing the stitches or healing.

  • They remain with 1 hit point during the trial and must survive the time without sight, facing great danger.

Benefits of Level 3:

  • Access to the forbidden section of the library, containing dark knowledge directly taken from the Worm’s consciousness.
  • Protection of Mythris: While the initiate’s eyes are sewn shut, they gain the ability to perceive invisible or hidden creatures in combat.
  • The initiate draws a free card from the defense deck, placing it face down without knowing the number. This card is added to their defense.

Level 4: The Needle of Sacrifice

Trial Description: The initiate must impale a silver needle into their chest, leaving them permanently with only 1 hit point.

  • For several days, they must descend into the dungeon without removing the needle or healing, surviving with very little health and immense pain.

Benefits of Level 4:

  • Dominion Over Pain: Every time the initiate receives damage, there is a 50% chance of ignoring the damage entirely.
  • The Masochist’s Pendant: The initiate receives a pendant with a figure made of clay. When the figure is squeezed, it summons the Masochist, a creature that will obey any command, regardless of danger. The Masochist will eventually die through self-inflicted harm, but the pendant returns to its original form under the moonlight.

Conclusion and Adaptation

These trials are designed to test the limits of endurance, willpower, and physical suffering, and the rewards reflect the growth of the character as they delve deeper into the mysteries of the Pain Bearers. Each trial forces the initiate to confront their own weakness, pain, and the darkness of the world around them.

Feel free to adapt these trials for your own games or campaigns. Whether you’re creating your own secretive, sadistic religious order or a dangerous cult, the concepts here can serve as the foundation for challenging, dark, and memorable role-playing experiences.

I’ll share my own experiences with running these trials soon. Until then, may your own games be filled with dark intrigue! 

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