Stableman in inquisitors' fortress was imprisoned for attempting to burn down a stable, and as soon was revealed, assisting a satanic cult. Using an opportunity during his interrogation (Fine, if you think you can do better, smarty-ass, i'll give you five minutes alone) i slipped a dungeon key into his pocket, making an eagerly accepted bargain for information. Game remarked "though you don't see what use it will be to him, he won't be able to escape the fortress, key or no key." Later on, inquisitors went to attack those same cultists, intending to bait them, disguising my master as that stableman, who nobody of cultists have seen or known, and me as sacrificial girl. I should have seen where this was going at this point.
After quite torturous road, we arrive at cultists' hideout. Cultist sorcerer dramatically teleports in, bringing the stableman with him, who escaped with sorcerer's help, making it blatantly obvious that master can't be the one he pretends to be. I am left with no choice but to run away to destination unknown, leaving inquisitors to fight a losing battle against forewarned cultists. Game over, man, game over!
CollarEDIT:
"It was most unwise of you to curse your master, as it is him who is supposed to ensure your survival in tommorow's meatgrinder."
You don't say.
But i didn't manage to gather stuff that would let him win, even knowing what do i need, so i could may as well curse him for fun. While Mage's storyline is almost impossible to fail completely, Inquisitor's is pretty tough to not fail fatally.