TEXT: 1
  Cult of the Mirrored King
  
  2
  Masters & Minions
  Credits
  Author: Kim Frandsen
  Editor: Troy Daniels
  Copy Editor: Lucus Palosaari
  Artist: Rick Hershey
  Design and Layout: Rick Hershey and Troy Daniels
  Fat Goblin Hoarde: Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason 
  Owen Black, Jeffrey Swank, John Bennett, Justice Mora, Kalyna Conrad, Kiel 
  Howell, Kim Frandsen, Landon Winkler, Matt Roth, Michael Ritter, Rodney 
  Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels
  Line Developer: Kim Frandsen
  Business Manager: Tristan Hershey
  Publisher: Rick Hershey of Fat Goblin Games
  Masters & Minions: Cult of the Mirrored King © 2017 Fat Goblin Games
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC 
  does not guarantee compatibility, and does not endorse the product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
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  Open Game Content: All material — including but not limited to art, place 
  and character names, character and setting descriptions, background, and new 
  class descriptions—is Product Identity. All other content is considered Open Game 
  Content.
  
  3
  Cult of the Mirrored King
  Table of Contents
  About Fat Goblin Games
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplaying Game 
  compatible products. With a focus on high quality production values and providing a creative environment for 
  our writers, Fat Goblin Games has quickly become a recognized force in the world of third party publishers.
  With hundreds of support books, visual aids, campaign settings, and quality stock art, Fat Goblin Games 
  continues to provide exciting content and fantastic worlds in which gamers can immerse themselves.
  Visit us on Facebook, follow us on Twitter and check out our website at fatgoblingames.com.
  Introduction 
  4
  The Cult of the Mirrored King 
  5
  Members of the Organization 
  6
  The Master 
  6
  The Minions 
  9
  The Tools 
  11
  New Equipment 
  14
  New Rules 
  14
  New Magic Item 
  15
  The Religion of the Mirrored King 
  15
  Encounters 
  16
  Plots & Schemes 
  16
  The Master’s Lair 
  17
  The Tavern of Achieved Dreams 
  17
  
  4
  Masters & Minions
  Introduction
  Welcome to Masters & Minions, a product designed to provide you with a band of close-knit NPCs that act in 
  concert to provide a new organization complete with leaders, chief henchmen, and minions oozing with character to 
  add to your Pathfinder Roleplaying Games. These have been designed to provide antagonists or rivals for your heroes, 
  though some may act as allies or support for particularly unorthodox groups.
  Unlike a simple thieves’ guild or tribe of orcs, these groups draw much more heavily on influences from comic 
  books and action movies, featuring over-the-top characters and outrageous environments. Each book contains 
  everything you need to add a colorful rogue’s gallery of villains to your game, including their stat blocks, a map of 
  their lair, and plot hooks. Any trademark items, uniforms, calling cards, techniques and styles will be laid out in detail. 
  It is designed to make sure that you can easily and seamlessly include the new organization in your games, regardless 
  of what setting you use.
  This volume features the Cult of the Mirrored King, a group of drug dealers and cultists, selling the drug Unachieved 
  Dreams, which puts you under and makes you dream of your innermost desires. Whether that dream is becoming a 
  king or having a harem, this drug will help you, while they, at the same time are preparing your soul for sacrifice to the 
  Mirrored King himself.
  This volume contains all the background and statistics that you need to add the Cult of the Mirrored King to your 
  campaign today.
  
  5
  Cult of the Mirrored King
  The Cult of the 
  Mirrored King
  The Cult of the Mirrored King is only a few years old 
  at this point, as it is the brainchild of an exceptional 
  criminal mastermind known today as the Mirrored Man.
  Originally the Cult started as a simple drug-running 
  scheme, but at this point it has become much more, 
  working with all kinds of illegal activities and getting 
  its fingers into every pie, much to the distress of 
  the local rogues’ gallery. Ostensibly though, their 
  main interests are a protection racket and the 
  manufacturing, distribution, and selling of drugs, 
  especially the highly successful drug Unachieved 
  Dreams. As such, most outsiders do not know this 
  organization as being a cult, they simply refer to them 
  as the “Masked Gang.”
  Unbeknownst to outsiders however, the Cult of the 
  Mirrored King is also a front for a soul-collection, and 
  body-selling, enterprise for a unique devil, known as 
  the Mirrored King. The Mirrored King is a powerful 
  entity in Hell, but he’s poised to become an infernal 
  duke, and is using the soul-collection efforts of the Cult 
  to bolster his efforts. 
  Un-achieved Dreams is the key to the Mirrored Man’s 
  (the high priest of the Mirrored King) plans for power. 
  It was only created a few months ago, but has so far 
  proven to be a great success, and the Mirrored Man is 
  about to start expanding his empire of soul collectors, 
  and is planning on using his drug empire to open the 
  way for that expansion. 
  This means that not only has the cult started moving 
  into new towns and cities, but they’ve also started 
  upping their efforts to reach into high society, as 
  previously they only targeted the working classes and 
  those already addicted, for the drug to be properly 
  tested. Now, that they’ve perfected it, they know that 
  there is more coin to be had from the members of high 
  society, than from the workers, and not only that, but 
  those bodies would be of higher value to the devils 
  wanting to use their bodies, as it would enable them 
  to start with more influence on society, and help to 
  ensure that the cult remains hidden from the public 
  eye. To avoid discovery, the Mirrored Man has already 
  arranged for the possession of a couple of the local 
  deputies, but he has his eyes set much higher, hoping 
  to collect and replace the chief magistrate. And should 
  he prove successful, one day the rulers themselves.
  Currently the Masked Gang gets most of its income 
  from the drug scheme, as well as a protection racket, 
  but while the Mirrored Man keeps most of the coin 
  for the organization, a lot of it makes its way back to 
  the gang-members and cultists, enough to ensure 
  that they both stay loyal (or in the case of the cult 
  members, giving them a double motive of both profit 
  and religion). The Mirrored Man does make sure that 
  the protection racket is as reliable as possible, making 
  sure that any shopkeeper who has paid their dues (and 
  diligently keeping track of it) will be protected from 
  other gangs or larceny. And should someone break 
  into the shop, not only will his gang-members chase 
  down and take care of the culprit, but he will also 
  pay the costs of restoring the shop and replacing any 
  lost items. This of course, is not done out of altruism, 
  but because the Mirrored Man realizes that he can’t 
  always rely on secrecy, so he tries to establish as much 
  goodwill as possible, something normally in short 
  supply for a criminal organization.
  
  6
  Masters & Minions
  The Mirrored Man
  This human figure, wears a voluminous red robe, with 
  white acid splashes down the front. A mask made of a 
  mirror-like material covers his face and a faint smell of 
  sulphur surrounds him.
  The Mirrored Man 
              Cr 10
  XP 4,800
  Male adult human alchemist (mindchemist) 5/ 
  cleric 6 (Mirrored King) (Pathfinder Roleplaying 
  Game: Advanced Player’s Guide, Pathfinder 
  Roleplaying Game: Ultimate Magic)
  LE Medium humanoid (human)
  Init +1; Senses Perception +12
  deFenSe
  AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, 
  +2 natural armor, +2 shield)
  hp 72 (11d8+22);
  Fort +12, Ref +9, Will +10; +4 vs. Poisons
  oFFenSe
  Speed 20 ft.,
  Melee +1 spear +7/+2 (1d8)
  Ranged bomb +10 (3d6)
  Space 5 ft.; Reach 5 ft.
  Special Attacks bomb, cognatogen
  Alchemist Extracts Known (CL 5th)
  2nd—bull’s endurance, cat’s grace, invisibility 
  1st—bomber’s eye, cure light wounds, disguise self, 
  expeditious retreat, true strike
  Cleric Spells Prepared (CL 6th; concentration +11)
  Domains: Nobility, Madness
  3rd—bestow curse (DC 18), blindness/deafness 
  (DC 18), dispel magic, rage
  2nd—2nd—cure moderate wounds (2), enthrall 
  (DC 17), hold person (DC 17), spiritual weapon
  1st—bane (DC 16), confusion, lesser (DC 16), 
  detect thoughts (DC 16), protection from good 
  (DC 16), ray of sickening (DC 16)
  0—detect magic, detect poison, read magic, virtue
  STaTiSTiCS
  Str 8, Dex 14, Con 14, Int 15, Wis 21, Cha 14
  Base Atk +7; CMB +6; CMD 18
  Feats Explosive Bomb, Armor Proficiency Light, 
  Armor Proficiency Medium, Brew Potion, 
  Cognatogen (Su), Combat Casting, Concentrate 
  Poison, Dodge, Eschew Materials, Point Blank 
  Shot, Poison Bomb, Selective Channeling, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Throw Anything, Weapon Focus (Bomb)
  Skills Craft (Alchemy) +16, Diplomacy +15, 
  Knowledge (Arcana) +15, Knowledge (Religion) 
  +12, Perception +12, Sense Motive +16, 
  Spellcraft +16
  Languages Common, Elven, Infernal
  SQ Alchemy (Ex), Aura, Brew Potion (Ex), 
  Cognatogen, Inspiring Word (Sp), Languages, 
  Perfect Recall, Poison Resistance +4, Throw 
  Anything (Ex)
  Combat Gear +1 chainmail, cloak of resistance 
  (+1), potion of cure moderate wounds, potion 
  of cure serious wounds, +1 spear, Other Gear 
  mirror mask (unique magic item, see below) , 
  alchemist’s lab, holy symbol (of the Mirrored 
  King, made of highly polished gold), 500 gp in 
  various coins
  TaCTiCS
  Before Combat If the Mirrored Man is alerted 
  and expects combat, he buffs up, using cat’s 
  grace, bear’s endurance (both included in the 
  Members of the Organization
  In the following segment, you’ll find the statistics needed to run the organization printed herein, including the 
  leader and his henchmen. Each has their own entry on this list.
  The Master
  Below you will find the leader of the organization. This is a unique NPC and there will only be one of them in the 
  organization.
  
  7
  Cult of the Mirrored King
  stats above) and protection from good. After this 
  he waits, till just before the enemy arrives and 
  casts invisibility to make sure he has the drop 
  on the opponents. Finally, once they’ve arrived, 
  he takes one of his cognatogens to raise his 
  wisdom. (also, included in the stats above)
  During Combat He opens with hold person 
  and spiritual weapon followed up by thrown 
  poison or explosive bombs. He will try to use 
  his confusion, lesser and bestow curse to hinder 
  the enemy if possible, and channel negative 
  energy to try to eliminate as many people 
  as he can. He uses invisibility and expeditious 
  retreat to escape if needed. If he’s unable to 
  escape, he will cast rage and use both spiritual 
  weapon and his +1 spear to best effect.
  Morale The Mirrored Man attempts to escape if 
  reduces below 20 hp.
  Base Statistics Str 8, Dex 12, Con 10, Int 15, Wis 
  17, Cha 14;
  Base Atk +7; CMB +6; CMD 18;
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 
  Dex, +2 shield)
  hp 50 (11d8);
  Fort +10, Ref +8, Will +10; +4 vs. Poisons
  Born into a family with an abusive, drug-using 
  father and never knowing his mother as she died 
  in childbirth, the Mirrored Man spent his formative 
  years, and his early teens roaming the streets of his 
  hometown, getting into all sorts of trouble, and being 
  punished for imaginary transgressions by his father. 
  One night, the town guard caught him, and threw 
  him in jail for the night. Upon his release, he was 
  beaten almost to death by his father, and he swore his 
  revenge. The very next day, he arranged for his father’s 
  death through a drug overdose.
  The young man was now alone, but with a stash 
  of drugs at hand, he quickly found willing friends 
  and able hands in the city’s underworld, and shortly 
  thereafter, he began experimenting with creating the 
  drugs himself in a secluded laboratory underneath his 
  family’s house.
  As fate would have it, one night he was cooking up 
  a new batch of drugs, when he accidentally added 
  some powdered fiend to the mix, and the whole thing 
  exploded, causing him to hallucinate wildly.
  He dreamt of a large palace, filled with mirrored 
  halls, and a humanoid figure on a golden throne, 
  with a head covered by a mask that reflected only the 
  viewer’s face and the endless mirrors around it. The 
  figure proclaimed itself to be the Mirrored King, and 
  that he, if the young man was willing, could make him 
  rich and powerful beyond his wildest dreams, if only 
  he would do him a small service, recruiting others like 
  him to his cause, and help the Mirrored King himself 
  overcome his superiors. The young man readily agreed, 
  and when he came to once more, he found that upon 
  his chest lay a holy symbol, a small reflective silver 
  disc, with an engraving showing a whole and a broken 
  mirror overlaid upon each other.
  
  8
  Masters & Minions
  Over the next few years, the Cult of the Mirrored 
  King grew, with the young man, now known as the 
  Mirrored King, recruiting carefully, seducing his new 
  followers with promises of power and wealth, if only 
  they would further the schemes of the Mirrored King, 
  and many flocked to his banner, unscrupulous men 
  and women who cared nothing for those around 
  them. All the while his drug empire grew wider and 
  stronger, with the Cult strong arming those who would 
  otherwise try to oppose them in the criminal world, 
  and taking extraordinary care not to be discovered by 
  the authorities. Anyone caught was rescued, or if that 
  was not possible killed, instilling great loyalty in those 
  serving the Mirrored Man.
  In recent months, the Mirrored Man has completed 
  his greatest achievement, the one that he thinks will 
  bring him and his god untold power, the drug called 
  Unachieved Dreams. The drug itself is highly addictive 
  to those using it, both physically and mentally, it puts 
  the user to sleep, in which they dream of whatever 
  their deepest desire is, ruling others as a benign king, 
  having their own harem of succubi or anything else 
  that they may fancy. The trick is that while they’re 
  asleep, their souls are partially freed from their bodies, 
  and the soul travels to the Palace of the Mirrored King 
  in Hell, where the dreamer experiences the desires, 
  making the experience partially real. However, while 
  this is happening, the drug also slowly reduces their 
  willpower, making them more susceptible to the 
  drug, and in time, their soul tears loose from the 
  body and goes to the Palace of the Mirrored King 
  permanently. Once there, it is trapped, to be used by 
  the Mirrored King in his plays for power among the 
  devils, where he is trying to increase his influence. 
  The drug is even more insidious than that however, 
  for the body remains alive and becomes susceptible 
  to possession, even by outsiders who do not normally 
  possess the ability to do so. The Mirrored King then 
  sells them access to the body for them to possess, and 
  the Mirrored Man lets them loose into society, all the 
  while pocketing the gold and valuables that the addict 
  brought him, and basking in the power of his god.
  
  9
  Cult of the Mirrored King
  The Hand of the     
  Mirrored Man
  This short halfling is missing his left index finger and 
  wears dark green clothes, including an oversized cloak. He 
  fidgets and his eyes flit constantly from side to side.
  “Shorty” Mirrek Novos
  The hand oF The Mirrored Man      Cr 4
  XP 1,200
  Male adult halfling rogue 5
  NE Small humanoid (halfing)
  Init +4; Senses Perception +8
  deFenSe
  AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, 
  +1 size)
  hp 31 (5d8+5);
  Fort +1, Ref +8, Will +0; +2 vs. fear
  oFFenSe
  Speed 20 ft.,
  Melee short sword +3 (1d4-1/19-20)
  Ranged dagger +8 (1d3-1/19-20)
  Space 5 ft.; Reach 5 ft.
  Special Attacks sneak attack +3d6
  STaTiSTiCS
  Str 9, Dex 18, Con 11, Int 13, Wis 8, Cha 16
  Base Atk +3; CMB +1; CMD 15
  Feats Befuddling Strike (Ex), Fast Stealth, Armor 
  Proficiency Light, Evasion, Simple Weapon 
  Proficiency, Skill Focus (Diplomacy), Skill Focus 
  (Stealth),
  Skills Acrobatics +12, Appraise +7, Bluff +10, 
  Diplomacy +13, Disguise +10, Intimidate +10, 
  Knowledge (Local) +8, Perception +8, Sense 
  Motive +6, Sleight of Hand +11, Stealth +18, 
  Use Magic Device +9
  Languages Common, Halfling, Orcisch
  SQ Fearless +2 save vs fear, Weapon Familiarity +1 
  to hit with thrown weapons, Evasion, Trap Sense 
  +1, Trapfinding, Uncanny Dodge
  Combat Gear dagger, leather armor, short sword; 
  Other Gear goggles of minute seeing, 20 pieces 
  of paper, 3 quills, red and black ink.
  TaCTiCS
  Before Combat “Shorty” does not engage in 
  combat unless he absolutely cannot avoid 
  it. So, he will attempt to start combat while 
  stealthing, and striking from ambush with 
  sneak attack.
  During Combat If forced into combat, “Shorty” 
  will attempt to flank with anyone he can, to 
  maximize his attempts at sneak attacks, or use 
  bluff to feint for sneak attacks. 
  Morale As soon as “Shorty” takes 10 or more 
  damage he attempts to flee. If unable to flee, 
  he will immediately surrender, hoping to 
  escape at the earliest opportunity, most likely 
  via bribery.
  “Shorty” joined the Masked Gang a few months back, 
  and has become essential to the smooth running of 
  the organization, as he takes care of their accounting, 
  making sure that payments from the protection racket 
  are on time and making sure that members of the 
  organization is paid their dues.
  Shorty suspects that something is up with the 
  organization, but he is on purpose making sure not to 
  learn what’s going on.
  Shorty is in it for the gold, pure and simple, and the 
  Masked Gang is the best paying gang in town, and 
  should it become inadvisable for him to continue his 
  employment with the gang he plans to up and leave. 
  He does suspect, that if he does so, the Mirrored Man 
  will not take it likely and will pursue him to the ends 
  of the world, to preserve his secret, and to that end, he 
  has devoted a fair bit of his time to concoct an escape 
  route from the organization, but he knows that it 
  might not be enough.
  The Minions
  Below you will find the minions of the organization, the second-in-commands and trusted lieutenants of the 
  organization. Like the leader, these are unique NPCs.
  
  10
  Masters & Minions
  Fist of the               
  Mirrored Man
  This tall, half-orc female is severely muscled and heavy 
  set, with a low brow and a permanent scowl. At odds with 
  her appearance, she smells faintly of lilacs.
  Borunda “Smasher”
  FiST oF The Mirrored Man 
      Cr 4
  XP 1,200
  Female adult half-orc barbarian 5
  LE Medium humanoid (orc)
  Init +1; Senses darkvision 60 ft.; Perception +7
  deFenSe
  AC 14, touch 9, flat-footed 13 (+4 armor, 
  deflection, +1 Dex, -2 rage, +1 shield,)
  hp 63 (5d12+25)
  Fort +8, Ref +2, Will +3
  oFFenSe
  Speed 40 ft.
  Melee battle axe +10 (1d8+7/x3), unarmed strike 
  +9 (1d3+6)
  Ranged heavy crossbow +6 (1d10/19-20)
  Space 5 ft.; Reach 5 ft.
  Special Attacks improved unarmed strike, power 
  attack
  STaTiSTiCS
  Str 22, Dex 13, Con 18 Int 8, Wis 11, Cha 11
  Base Atk +5; CMB +9; CMD 20
  Feats Armor Proficiency Light, Armor Proficiency 
  Medium, Improved Unarmed Strike, Martial 
  Weapon Proficiency, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, 
  Weapon Focus (battle axe)
  Skills Acrobatics +5, Climb +6, Intimidate +9, 
  Perception +7, Ride +1, Survival +4
  Languages Common, Orc
  SQ Intimidating Glare, Renewed Vigor, 
  Combat Gear +1 battle axe, hide armor, light 
  wooden shield; Other Gear sack, 300 gp
  TaCTiCS
  Before Combat Before combat starts 
  “Smasher” rages.
  During Combat “Smasher” focuses her attack on 
  one person at a time, starting with whomever 
  is closest.
  Morale “Smasher” is a true believe and initiate of 
  the Mirrored King. She fights to the death.
  BaSe STaTiSTiCS
  AC 15, touch 11, flat-footed 14 (+4 armor, 
  deflection, +1 Dex, +1 shield)
  hp 53 (5d12+15)
  Fort +6, Ref +2, Will +1
  Str 18, Dex 13, Con 14, Int 8, Wis 11, Cha 11
  Base Atk +5; CMB +9; CMD 20
  Borunda, or “Smasher” was one of the first to be 
  initiated into the cult of the Mirrored King and at this 
  point, she is a true believer. Knowing full well that she 
  is not the smartest person, she prefers to keep her 
  mouth shut and her fists talking. The Mirrored Man 
  has made her responsible for the protection racket 
  that they’re running, and Borunda is showing a very 
  tidy profit, and has managed to set aside some of her 
  earnings within the gang, believing that on the day 
  the Mirrored King becomes truly powerful, she will be 
  rewarded. However, she believes that it never hurts to 
  have some cash put aside for a rainy day. She does not 
  trust “Shorty” at all however, and whenever he pays 
  out her salary, she asks the Mirrored Man to verify the 
  amount for her, something that he does gladly to keep 
  her undying loyalty.
  
  11
  Cult of the Mirrored King
  The Tools
  Below you will find the tools of the organization. These are not unique NPCs unlike those listed above, but the 
  thugs, burglars and others that the leader might choose to employ against the PCs. These were created using the 
  non-elite stat array, except where they have PC classes, as these characters will stand out, as opposed to those using 
  the non-PC classes.
  To the Mirrored Man, the tools are expendable shock troops, that he can put in the way of any hindrances. They 
  are the ones who carry out his day-to-day bidding, making sure that the gang runs smoothly and that cash keeps 
  coming into the gang’s coffers.
  Of these, only the Cult-Initiate is a member of the Cult of the Mirrored King, the rest are only members of the gang 
  itself. All these answer either to Shorty or Borunda, depending on their expertise and current assignments. 
  These members of the gang are normally not encountered alone, as they usually travel in groups of 4-8, depending on 
  their current assignment. On any given encounter, the groups are normally at least 50% bruisers, though if they have been 
  given a stealthy assignment by the Mirrored Man, the composition might vary somewhat. (as per GM discretion).
  It is possible for the PCs to eliminate the gang by sheer attrition, but at any given time, there are at least 50 
  members of the gang, at this rank, and the Mirrored Man would act long before the PCs would be able to kill off the 
  gang in this way, as he would see them as a threat.
  Note that these NPCs are all listed as “Any adult human,” but they can be of any gender or race as appropriate.
  Tool 1
  Holding a heavy mace, and wearing leather armor, this 
  burly human wears a permanent scowl and smacks the 
  mace threateningly across the palm of the other hand.
  The BruiSer 
  Cr 1/2
  XP 200
  Any adult human warrior 2
  CE Medium humanoid (human)
  Init +1; Senses Perception +1
  deFenSe
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 13 (2d10+2)
  Fort +3, Ref +1, Will -1
  oFFenSe
  Speed 30 ft.
  Melee heavy mace +4 (1d8+1)
  Space 5 ft.; Reach 5 ft.
  STaTiSTiCS
  Str 12, Dex 13, Con 11, Int 12, Wis 8, Cha 9
  Base Atk +2; CMB +3; CMD 14
  Feats Armor Proficiency Heavy, Armor Proficiency 
  Light, Armor Proficiency Medium, Martial 
  Weapon Proficiency , Shield Proficiency, Simple 
  Weapon Proficiency, Skill Focus (Intimidate), 
  Tower Shield Proficiency, Weapon Focus (heavy 
  mace)
  Skills Climb +6, Intimidate +7, Perception +1, 
  Swim +6
  Languages Common
  Combat Gear heavy mace, leather armor Other 
  Gear sack for loot, 20 gp
  TaCTiCS
  During Combat The bruisers of the organization 
  do not tend to overthink combat, they simply 
  wade right in, using cover where possible to 
  avoid exposing themselves to ranged attacks. 
  They work together with other gang members 
  to flank their opponents.
  Morale Bruisers try to flee if reduced below 5 hp
  
  12
  Masters & Minions
  Tool 2
  Dressed in simple clothes, this human has a faint smell of 
  ocean and salt about them. The hair is matted with sweat 
  and grime from hard work.
  The drugrunner                     Cr 1/2 
  XP 200
  Any adult human expert 2
  NE Medium humanoid (human)
  Init +0; Senses Perception +5
  deFenSe
  AC 12, touch 10, flat-footed 12 (+2 armor)
  hp 9 (2d8)
  Fort -1, Ref +0, Will +3
  oFFenSe
  Speed 30 ft.
  Melee dagger +0 (1d4-1/19-20)
  Ranged dagger+1 (1d4-1/1920) or sling +1 (1d4)
  Space 5 ft.; Reach 5 ft.
  STaTiSTiCS
  Str 9, Dex 10, Con 8, Int 15, Wis 11, Cha 12
  Base Atk +1; CMB +0; CMD 10
  Feats Armor Proficiency Light, Simple Weapon 
  Proficiency, Skill Focus (Bluff), Skill Focus 
  (Disguise)
  Skills Appraise +7, Bluff +9, Diplomacy +6, 
  Disguise +9, Forgery+ 6, Gather Information +5, 
  Intimidate +2, Know Geography +6, Perception 
  +5, Profession Sailor +4, Sense Motive +5, 
  Stealth +4
  Languages Common, Dwarven, Elven
  Combat Gear dagger, leather armor; Other Gear 
  bales, carts, crates (all for smuggling and with 
  secret compartments), 30 gp
  TaCTiCS
  During Combat Drugrunners hang back, using 
  their ranged weapons, staying behind any 
  bruisers in the gang, as much as possible. Only 
  if forced into close combat will they engage 
  with their dagger.
  Morale Drug runners flee if reduced below 5 hp.
  Tool 3
  Dressed in simple, dark clothing, this slender human 
  appears to be trying to remain unobserved, almost 
  unconsciously. A faint smell of oil hangs to their clothing.
  The CaTBurglar                        Cr 1/2 
  XP 200
  Any adult human rogue 1
  CE Medium humanoid (human)
  Init +2; Senses Perception +4
  deFenSe
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 9 (1d8+1)
  Fort +0, Ref +4, Will +0
  oFFenSe
  Speed 30 ft.
  Melee short sword +2 (1d6+1)
  Ranged short bow +2 (1d6)
  Space 5 ft.; Reach 5 ft.
  Special Attacks sneak attack +1d6
  STaTiSTiCS
  Str 13, Dex 15, Con 11, Int 16, Wis 11, Cha 8
  Base Atk +0; CMB +1; CMD 13
  Feats Armor Proficiency Light, Point Blank Shot, 
  Simple Weapon Proficiency, Weapon Finesse
  Skills Acrobatics 6, Appraise 7, Bluff 3, Climb 
  5, Diplomacy 3, Disable Device 6, Disguise 3, 
  Intimidate 3, Perception 4, Sense Motive 4, 
  Sleight of Hand 6, Stealth 6
  Languages Common, Goblin, Orc
  SQ Trapfinding
  Combat Gear leather armor, short sword; Other 
  Gear grappling hook, 50 ft. hemp rope, sack full 
  of stolen goods (worth 50 gp), 20 gp in various 
  coins
  TaCTiCS
  During Combat The Cat burglar attempts to 
  set up sneak attacks, either by flanking with 
  other members of the gang (particularly any 
  Smugglers), or take pot-shots from cover 
  using their short bow. If possible, they do not 
  engage in melee combat.
  Morale Catburglars flee if reduced below 5 hp.
  
  13
  Cult of the Mirrored King
  Tool 4
  This human figure is clad in a red robe and wears a mask 
  that obscures their face, causing it to shimmer slightly, like 
  water rippling on a pond.
  The CulT-iniTiaTe                        Cr 4
  XP 400
  Any adult human adept 4
  LE Medium humanoid (human)
  Init -1; Senses Perception +2
  deFenSe
  AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
  hp 18 (4d6+4)
  Fort +1, Ref +0, Will +6; +1 on saves vs. fear
  oFFenSe
  Speed 30 ft.
  Melee spear +2 (1d8-1)
  Space 5 ft.; Reach 5 ft.
  Class Spells Prepared (CL 4th; concentration +6)
  2nd—cure moderate wounds
  1st—bless, cause fear (DC 13), protection from good
  0—detect magic, guidance, touch of fatigue (DC 12)
  STaTiSTiCS
  Str 8, Dex 9, Con 10, Int 13, Wis 14, Cha 12
  Base Atk +2; CMB +1; CMD 10
  Feats Armor Proficiency Light, Combat Casting, 
  Simple Weapon Proficiency, Weapon Focus (spear)
  Skills Handle Animal +8, Heal +8, Knowledge 
  (Local) +7, Knowledge (Religion) +7, Spellcraft 
  +5, Survival +7
  Languages Common, Infernal
  Combat Gear chain shirt, spear Other Gear holy 
  symbol of the Mirrored King (made of highly 
  polished silver), mask, 30 gp
  TaCTiCS
  Before Combat The Cult-initiate starts combat 
  by casting bless (included in the stats above) 
  and protection from good (not included)
  During Combat In combat, the Cult-initiate will 
  hang back slightly, to help others in the gang, 
  casting cause fear to hinder the strongest 
  opponent, and cure moderate wounds to keep 
  his comrades in combat.
  Morale The Cult-initiate is utterly devoted to 
  the Cult of the Mirrored King and fights to the 
  death.
  BaSe STaTiSTiCS
  Fort +1, Ref +0, Will +6
  Offense
  Speed 30 ft.
  Melee spear +1 (1d8-1)
  
  14
  Masters & Minions
  New Equipment
  The drug manufactured by the Cult is a key 
  component of the Mirrored Man and King’s schemes.
  unaChieved dreaMS
  Price 1 gp; Weight —
  Unachieved dreams is a drug made of ingredients 
  known only to the Mirrored Man, but it contains 
  more than a trace amount of fiendish dust. It is 
  dark black and taken best as a form of tobacco, 
  usually through a pipe. If not for the fact that 
  the Mirrored Man has a practically unlimited 
  supply of the fiend-dust, the drug would be 
  prohibitively expensive, but as he, and the 
  Mirrored King, are attempting to subvert as 
  many mortals as possible the drug is kept cheap.
  Type inhaled; Addiction severe, Fortitude DC 24; 
  Price 1 gp; Effects 8 hours; 4 hours of sleep (as 
  a full restful night) and a +2 bonus on charisma 
  checks; Damage 1d4 Wis damage
  While under the effects of Unachieved Dreams, 
  for the first 4 hours, the person using the drug 
  sleeps soundly, dreaming dreams of their 
  greatest desires, be it power, wealth or anything 
  that the person could think of. Whatever it is 
  that person craves the most, that is what they 
  dream of. It is not a dream however. Instead, 
  part of the user’s soul is transported to the 
  Mirrored King’s palace in the Hell, and it is here 
  that they have the experience, which, to the 
  soul, is real.
  Once their Wisdom is reduced to 0, their soul is 
  collected by the Mirrored King (similar to a 
  magic jar spell, cast at level 20), who stores it 
  for use in a future powerplay on the planes. 
  The body is then sold to the highest bidding 
  outsider (usually for a price equal to 100 gp 
  times the creature’s Hit Dice, though this can 
  vary for powerful political figures and similar 
  ones). The outsider is then free to possess 
  the body, which wakes up with the outsider’s 
  essence caught inside it.
  The body functions with the full abilities of the 
  outsider except as follows:
  • Physical stats (Str, Dex and Con) are still the normal 
  stats of the user.
  • The outsider loses all energy resistance and any 
  damage reduction that the user doesn’t have 
  already.
  • Once the body is slain, the outsider returns to their 
  home plane as normal.
  • To reflect this, the CR of the outsider is reduced as 
  per the table below:
  Change to Outsider’s CR While Possessing a Body 
  Original CR
  CR Modifier
  1-3
  -0
  4-6
  -1
  7-9
  -2
  10+
  -3
  Once the body is possessed, the Mirrored Man 
  releases the outsider-possessed body into the 
  community, with only a warning to not draw 
  attention to the cult, or the outsider will face 
  the wrath of the Mirrored King.
  New Rules
  In this section, you’ll find special rules that applies to the organization in this book, be it special equipment, spells 
  or new deities. The Cult of the Mirrored King only has two pieces of unique equipment as they use whatever they can 
  get their hands on, and even this equipment is not for use in normal combat.
  
  15
  Cult of the Mirrored King
  New Magic Item
  The following item is unique to the Cult of the 
  Mirrored King, as so far, only the Mirrored Man has 
  managed to get a hold of one of these.
  Mirrored MaSk
  Price 16,000 gp; Slot head; Aura faint abjuration 
  and illusion; CL 3rd; Weight 1/2 lb.
  This mirror-bright mask, consists of a headband 
  and a veil covering the wearer’s face. The 
  material is a gauzy material, see-through from 
  the wearer’s side, but reflecting an onlooker’s 
  face back at them when observed.
  Whenever any magic is cast upon the wearer 
  intended to learn more about the wearer, the 
  mask prohibits the magic from functioning 
  properly, instead returning a result as if the 
  wearer had the same characteristics as the 
  person casting the spell. For example, a lawful 
  good caster, casting detect evil, see alignment, 
  or similar spells would find information as if the 
  wearer was lawful good as well. The same goes 
  for spells that intend to learn the wearer’s name, 
  race, magic auras, or similar information.
  A Will save DC 13 is required for the caster to 
  realize that this is misdirection is taking place.
  The mirrored mask also provides a +20 
  circumstance bonus to Disguise checks, when 
  attempting to hide your identity, with the 
  penalty being as if the wearer was the onlooker. 
  (For example, a human male, with an elf female 
  onlooker would have a -4 to the Disguise check 
  due to the differences in race and gender, but 
  with a +20 circumstance bonus for a total +16 
  bonus). Even if the check fails, the wearer’s 
  actual identity is still obscured.
  ConSTruCTion reQuireMenTS
  Cost 8,000 gp
  Craft Wondrous Item, mirror image, misdirection
  The Religion of 
  the Mirrored King
  The following is a write up for the religion of 
  following the unique devil, the Mirrored King.
  The Mirrored King
  God of addiction, drugs and usurping rulers.
  Alignment LE
  Worshipers addicts, drug-users, the power hungry, 
  dreamers with unachieved ambitions
  Cleric Alignments LE, NE, LN
  Domains Evil, Law, Trickery
  Subdomains Deception, Devil, Greed, Tyranny
  Favored Weapon Spear
  Symbol a silver, faceless mask, shined to a mirror 
  brightness
  The Mirrored King is a unique devil, subject to the 
  whims of his overlords, but with a hunger to replace 
  them and become one of the infernal dukes. His true 
  ambition is to become one of the Archdukes of Hell, and 
  he uses any means possible to get into that position. 
  In his latest attempt, and his most successful by far, 
  he has turned to mortals suffering from addiction, 
  treating them with his most important tool, the drug, 
  Unachieved Dreams. This he believes will bring him 
  to a position where he can truly challenge for the 
  throne of Archduke, as his soul-harvesting business is 
  progressing even faster than his wildest plans could 
  have allowed for, giving him the opportunity to build 
  alliances with devils who previously would have had 
  nothing to do with him.
  His main worshippers are drug addicts, but it is the 
  power-hungry viziers, the rebellion leaders and other 
  figures of potential power that he values the highest, 
  as they are the ones from whom he gains the most 
  power in the long run.
  In return the Mirrored King promises power and 
  wealth to those who listen to his seductive powers.
  
  16
  Masters & Minions
  Encounters
  Below you will find a series of sample ides for how to 
  include this organization in your game.
  Plots & Schemes
  Goals
  The Mirrored Man’s plans at the moment are 
  relatively simple: continue distributing Unachieved 
  Dreams, grow the organization, and get rich doing 
  it. The goals of the Mirrored King are not as straight-
  forward, as he is using the soul-harvesting operation 
  to gain both direct power (using the souls collected 
  to fuel his plans, selling off others for allies and so on), 
  but also by providing his fellow devils with an ability 
  they do not normally have, the ability to take over and 
  possess mortal bodies. In turn, they provide him with 
  allies, power and gold from their own mortal followers 
  to further his plans for control and for a position 
  among the Archdukes of Hell even further.
  Plots
  The Mirrored Man and the drugs that he creates 
  and distributes are the key to power and wealth for 
  both Mirrored King and Mirrored Man, and they have 
  feelers out already for increasing their distribution 
  network, and the players could easily come across one 
  of the messengers as they bring a batch of Unachieved 
  Dreams to a new city.
  The Mirrored Man furthermore is planning on 
  usurping leadership of the local thieves’ guild, and 
  in the long run, control of similar guilds in other 
  towns, inserting himself as the King of Thieves in 
  an underground country, known only to the most 
  powerful or the most despicable in the land.
  But even this is not enough for the Mirrored Man, 
  as his ultimate plan, once he has gained power as the 
  King of Thieves, is to insert himself as the actual and 
  overt ruler of a country, so that he can rule over as 
  many as possible, in an open manner.
  To that end, he has begun bribing officials, record 
  holders, marshals and others in a position of authority 
  or power, to ensure that once he is in position, they 
  will support him. Knowing that this is a long-running 
  game, he is not expecting to see this come to fruition 
  anytime soon, but he is nothing if not patient.
  The Mirrored King is thinking even bigger on his 
  part, and has plans to become the ruler of Hell itself. 
  Like the Mirrored Man, he is patient, but with his 
  recent success in soul-gathering, he has also become 
  ambitious and hungry for more power. Knowing full 
  well that to draw attention to himself is to invite death, 
  he is keeping some of his newly-gained power and 
  wealth under wraps, to that it is not visible to anyone, 
  using only as much as he has to, to ensure success, 
  once he makes a play for Archduke. At that point, he 
  plans to make it appear as if he has been storing souls 
  and power for longer than he has, and that the move 
  to Archduke has nearly depleted his collected store 
  of energy, with only enough to leave him secure from 
  anyone below in the ranks of Hell, whereas he’d be 
  weaker than those above him in the hierarchy. His plan 
  is for this to not be the case, not wanting to move until 
  he has enough power that he can take on one of the 
  Archdukes and take him out easily, hoping to have 
  enough power stored away, so that he can make his 
  move on the ruler of Hell that much faster.
  At this point the Mirrored King has only reached out 
  to other devils, but he is considering the value of hiring 
  daemon or even demon mercenaries, but he is wary 
  of making this move, and prefers to rely on devils and 
  powerful mortals.
  
  17
  Cult of the Mirrored King
  The Master’s 
  Lair
  The Tavern of 
  Achieved Dreams
  The Tavern of Achieved Dreams (though it is officially 
  unnamed) is the Mirrored Man’s headquarters. It 
  appears to be a tavern, catering to low-end workers 
  and sailors, but it is an open secret among the locals, 
  that there is a drug-den in the cellars. What few know 
  is that the wine-cellars hold an entrance to something 
  even more sinister, a shrine to the Mirrored King and 
  the laboratory where Unachieved Drugs was created, 
  as well as the Mirrored Man’s own quarters.
  From this place, the Mirrored Man’s agents use the 
  cover of sailors and workers, who come and go at 
  all time, to provide cover for their customers as well 
  as their own activities. Upstairs is a simple tavern, 
  providing food and drink to the local workers, mostly 
  unremarkable, with the burly bartender keeping the 
  peace using a club and a lot of swearing. 
  The Tavern itself actually makes a decent profit, due 
  to the number of workers who use it, and while it could 
  not support the gang on its own, the Mirrored Man 
  is quite pleased with how it is running and will go to 
  quite some lengths to protect business there, including 
  sending some of his Bruisers as well as Borunda, to 
  ensure that things there do not get out of hand. This 
  is also where both Borunda and Shorty have their 
  quarters and conduct most of their business.
  The cellar of the tavern, is where most of the 
  business goes on. Split into two parts, with one being 
  a wine- and beer-cellar for the tavern, the majority 
  of the cellar is dominated by the drug then. Here, 
  there are patrons lounging on blankets and pillows, 
  basking in the glorious first few hours of Unachieved 
  Dreams, though a few other drugs are also available, 
  though none are as cheap as Unachieved Dreams (and 
  hence, only sees a few wealthy patrons use it). These 
  other drugs are also the ones that the Mirrored Man 
  occasionally lets some of his bribed officials catch, so 
  that his main business remains unaffected.
  The wine-cellar contains another secret, beyond just 
  functioning as a simple doorway to the drug den, as 
  it also contains the secret entrance (hidden behind a 
  sliding wall, behind the wine barrels, rather than in the 
  barrel themselves), to the Mirrored Man’s quarters as 
  well as the shrine to the Mirrored King.
  The entrance to each area is trapped, with a trap 
  door, that can be deactivated by those who know the 
  trigger, and it is kept deactivated by a permanently 
  stationed guard in the drug-den, for that area, though 
  he can activate at a flick of a switch, in case of trouble. 
  Below are the rules for the trapdoors as they appear in 
  these areas.
  Spiked piT Trap 
  Cr 2
  XP 600
  Type mechanical; Perception DC 20; Disable 
  Device DC 20
  eFFeCTS
  Trigger location; Reset manual
  Effect 10-ft.-deep pit (1d6 falling damage); pit 
  spikes (Atk +10 melee, 1d4 spikes per target 
  for 1d4+2 damage each); DC 20 Reflex avoids; 
  multiple targets (all targets in a 10-ft.-square 
  area)
  Please see the attached map, for an overview of the 
  Tavern of Achieved Dreams.
  
  18
  Masters & Minions
  
  19
  Cult of the Mirrored King
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
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  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
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  Publishing, LLC; Author: Jason Bulmahn.
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  Masters & Minions: Cult of the Mirrored King. © 2017, Fat Goblin Games; 
  Author: Kim Frandsen
  
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