Pathfinder Module: Masks of the Living God (PFRPG)

****( ) (based on 16 ratings)
Pathfinder Module: Masks of the Living God (PFRPG)
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An adventure for 3rd-level Pathfinder Roleplaying Game characters.

Cult of Personality

Razmir the Living God used his power to conquer an entire country; now he and his mask-wearing priests enforce peace and generosity—though some say their tools are intimidation and fear. His worshipers preach charity and self-worth, blaming rival faiths for crafting lies about the glories of the Living God. Now the cult has come to the city of Tamran, feeding the poor and promising happiness to those who serve Razmir. Yet ugly rumors persist of bribery, extortion, and strange disappearances associated with the new temple. Are these stories just gossip and lies spread by rival faiths? Or is the church of the Living God more than it seems?

Masks of the Living God is a adventure for 3rd-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This city-based adventure involves infiltrating a fortified temple and exposing the evil deeds of its cultists.

This adventure is set in the wooded land of Nirmathas in the Pathfinder Chronicles campaign setting, but can easily be adapted for any game world. It can be used as a sequel to Crypt of the Everflame or as a stand-alone adventure, and is a prequel to the adventure City of Golden Death.

Written by Jason Bulmahn

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

ISBN 13: 978-1-60125-207-4

Masks of the Living God is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (217 KB zip/PDF).

Note: This product is part of the Pathfinder Modules Subscription.

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Product Reviews (16)
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****( ) (based on 16 ratings)

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Infiltrate, blend in and get revenge!


My previous review got eaten or misplaced. Since that bothers me, Il'l just give a brief summary of my opinion this time around.

This module consists of two distinct parts. The first part focuses on infiltrating a cult and blending in. It requires a lot of roleplaying, which given the tasks and potential punishments is extremely fun to do. The second portion is all about escaping, shedding blood and taking revenge. After being tormented and possibly brainwashed, that’s a nice change of pace and, at some points, was rather challenging.

Overall this was a highly successful and fun module, something I hope to see more of in the future.

Needs some extra effort to be great

****( )

This is what I call a fake linear adventure. That is not a bad thing in the right hands. To get the true taste of the adventure the DM needs to make sure the players fall into line wirh what is going on.

If players fight it very hard, or the dm ignores possible options it can take a great deal from the adventure.

Once you are on the advenutre train there are many many many side trips that can have little effects on the game later, and that is awesome.

This is a great adventure too get the PCs to really roleplay their characters and get into their emotions. A decent DM can push buttons on PCs and then give them the opportunity to strike back against that.

A nice 2nd offering in a short newbie-friendly campaign.

****( )

I ran this as a sequel to Crypt of the Everflame in my first campaign as a DM, and I found it to be a mice step up from the first. While I quite liked the first module, I found the adventure to be a bit easy and the dungeon to be not that fun to explore. This one, however, was a lot better. Introducing new players to the idea of thinking laterally instead of brute force "BREAK DOWN THE DOOR AND KILL EVERYTHING!" is important, and the module does that quite well.It even has some interesting stuff going on with stealth and potential sabotage. Plus, unlike the first, there's a decent bit of challenge. My only real complaints come down to the setup of the module if it's being used as a sequel to CotE. To be honest, the connection between the two is kind of loose. As a DM it's probably in your best interest to rewrite the connection a bit to make it stronger. The other issue is convincing players to get on the boat to get to the city, which some of my players were against doing. Other than that, I highly recommend it, for both teaching new players and teaching yourself to be a DM.


I have reviewed this book over on


****( )

Its a good module and its different. Yes it can lead to some railroading but with some prep work u can run it in different ways as well. I enjoyed reading it and am already rewriting a good bit because I know my current players will go off the rails. But even though im rewriting, its fantastic the way it is. Really like this module.

Now the reason I gave 4 stars instead of 5 is because tbh I was expecting a run down of the town in the back like the other modules I have. I like that they gave the religion more depth but a lot of it was already in the inner seas and I was wanting some new info or picture of the town itself since I cant seem to find anymore info or any pictures other than whats in the wiki or inner seas.

Other than that, great module.

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