Masks of the Living God (sequel to Crypt of the Everflame) (Inactive)

Game Master Darius Silvermere

current map


houserules for combat (work in progress):

*Initiative is rolled each round for every player, NPC, monster. D20 results for initiative can be used for an attack roll and vice versa. The same applies to critical confirmation and multiple attacks.

Note: D20 results for an attack of opportunity can't be swapped with other D20 results, because they happen as an immediate reaction to something else.

Note: AC of an opponent is known after a hit or near miss (attack roll 1 below AC).

*Rounds are split in two parts: each move and standard action is one part of the round.

Actions from the first part of the round take effect before actions from the second part.

Moving a distance (other than a 5ft step) is further split in two with the first 50% of your speed (rounded down) happening in order of initiative and the second 50% (rounded up) happening after all other actions in that part of the round.

Note: If you are staggered, your action happens during the second part of the round.

Note: A D20 result of 1 used for initiative means that your next action has to be a move action to regain your balance.

*Free actions may happen at any time regardless of initiative (when staggered, they only happen during the second part of a round).

*A 5ft step happens in order of initiative, never before or after (unless a feat gives you this ability).

*Full round actions (except full attack, charge, run and withdraw) may start during the second part of a round and take effect in the first part of the next round. They take effect in order of initiative during the part of the round which completes the full round.
-Full attack is split evenly between both parts, with fractions rounded up for the first part (3 attacks are split between 2 in the first part and 1 in the second part).
-Charge, run and withdraw are a combination of two move actions and also use the 50% split for moving a distance for both move actions.
-Full round actions that may start in the second part of a round are split in a combination of standard and move actions. You can't do a standard action in the second part of a round after completing a full round action in the first part of a round, if the second part of that full round action is standard. Deliver coup de grace, escape from a net, extinguish flames, light a torch, use 1 round skill, use 1 round spell = move+standard. Load a heavy or repeating crossbow, lock or unlock weapon in locked gauntlet, prepare to throw splash weapon = move+move.

Note: Two opponents can charge each other with both having the bonus and penalty for charging, unless the one with higher initiative is able to reach his opponent with his first 50% move during the first part of the charge.

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Journal Masks of the Living God (9010xp)

*After having thoroughly searched the basement, the heroes make their way up the stairs, disguised as cultists, with Morg acting as a prisoner. They immediately encounter what appears a group of town guards and a battle is narrowly avoided. After explaining the situation and showing what evidence they had found, the guards give them 15 minutes to surrender, promising the group a safe way out. However they decide instead to use the secret passage to flee and arrive in the storage room of the Ranger's Lament, where they escape through the kitchen's window. (+450xp)
*The party now blocks a secret passage close to the prison cells, which had been used by the cultists, and eventually they also discover a pivoting wall, leading to a secret passage and an opulent chamber filled with pillows, carpents and other things. There they discover a magically trapped door which summons two elementals as protection. After defeating the creatures, they find a small treasure room but Nivel gets poisoned unlocking the main chest. (+400xp)
*Eventually the cultists reopen the west door after having gathered their forces. After a long battle, the heroes manage to defeat a large number of cultists with several others fleeing upstairs. (+1040xp)
*The group looks for a way out and discovers a trapped stairway leading to a pit containing a large snake. They defeat the snake after it poisons Firyin, but find nothing worth noting in the area. (+200xp)
*Suddenly someone calls out from behind the west door and Nivel decides to try and deceive them by dressing as the fallen cultist. However, when they see the dead body, a battle ensues with the summoning of a hellish creature in the form of a large wolf, which attacks Nivel. Nivel and Griswald succesfully defeat the beast but they can't prevent the cultist from closing and locking the door and sounding the alarm. (+150xp)
*The cultists have barely left or Kyra and Nivel try to escape from their cells. Nivel ends up unlocking all doors, but suddenly a cultist, who apparently had been standing guard a bit further notices the escape. Griswald chases him and manages to knock him out. The party finds their equipment in a small storage space right next to the cells.(+150xp)
*After spending the night in the Gar's Last Meal, the heroes are invited to speak to Forest Marshal Gavrik about the encounter with the privateers. Hearing about their plan to investigate the cult of Razmir, he asks them to bring him proof of any wrongdoings so that he can send his troops to destroy the cult and their temple in Tamran. After attending a speech by a few cultists and talking to a few citizens, the group decides to apply as new members during a meeting in the Ranger's Lament. They are offered an introductory meal, which turns out to be drugged and they wake up in cells where they are instructed to fast and meditate on the glory of Razmir as preparation for their real initiation into the cult. (+400xp)
*As the lights of Tamran appear in the distance, a ship closes in on the Black Mist and soon a battle starts with what appears to be a group of privateers operating on the side of Molthune in the war against Nirmathas. While the others fend off a wave of attackers, Griswald and Firyin board the enemy ship and eventually take down their commander. The survivors are taken as prisoners to be surrendered to the authorities in Tamran. (+600xp)
*The party leaves for Tamran on the Black Mist, a merchant ship owned by Captain Walren and his assistant Ewem. After entering open sea, they encounter a fishing boat with two dead men and a woman named Kyndra asking for help. Two nights later, two hags climb on board the boat and Griswald and Firyin, who were standing guard, waste little time in attacking them. The battle takes an unexpected turn when Kyndra reveals herself to be a hag herself. The whole team joins the battle as quickly as they can. With one hag down and bleeding and Griswald unable to fight, a stand off happens after the hags threaten to kill Firyin. Kyra then creates a diversion, giving the team enough time to knock out another hag. The remaining hag jumps into the sea with her bleeding sister and the party keeps Kyndra alive for interrogation. Her intentions appear to be pure evil and after they kill her, the group continues on their way to Tamran. (+600xp)
*After Brimlii decides to continue his smithing career, the human cleric Kyra joins the team. Soon a boat arrives, heading to Tamran, but it brings some unwelcome guests in the form of giant crabs. The party prevents the monsters from threatening the town and a celebration is held at the town square that same evening with all the gained crab meat. (+400xp)
*A new adventure starts as the heroes plan to head to the city of Tamran in search for the amulets stolen from the Crypt of the Everflame.

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Journal Crypt of the Everflame (4620xp)

*The party returns safely to Kassen with the flame and meets with Mayor Uptal, the wizard Holgast and Father Prasst, who gives them valuable information about the grave robbers based on the clues they found. (+300xp)
*With the defeat of Asar, the necromantic energy seems to have left the crypt. The spirit of Kassen shares a story about three amulets, two of which have been stolen from the crypt, which form the entrance key to a vault containing an artifact. The heroes find Dimira, sister of Roldare, and finally leave the tomb to start their journey back to Kassen.
*Nivel disables a pressure plate in the final room before they arrive at the chamber holding the Everflame and several sarcophagi. There they discover that some have been opened and soon the party is attacked by skeletons led by a fearsome undead, who appears to be Asar, the former opponent of Ekat Kassen. With the help of Kassen's spirit, they defeat their formidable foe after a deadly battle. (+600xp)
*After defeating several zombies coming out of the gate, the group runs into the fog to escape from the bats who were awakened by the fight. They face more zombies and a mysterious robed figure wearing an iron mask who appears to be an undead as well. (+700xp)
*In a flooded chamber, the heroes discover the wheel to raise the gate. While the others take position near the gate, Merkava and Firyin fight off a surprise attack by giant leeches. (+100xp)
*After going through a chamber full of bats, the party discovers a closed gate inside a room with a mind affecting fog hanging over a large pool. They turn back, avoiding an area with a possibly deadly fungus and proceed by killing a group of hungry, giant frogs. (+240xp)
*Right before entering a deeper level of the crypt, the group needs to pass through a room full of skeletons that are continuously reanimated by strange necromantic blood. (+300xp)
*The heroes are surprised by arrows shooting from a pillar, but with the help of the shields they retreived from a statue earlier, they can minimize the damage. (+200xp)
*Returning to the entrance hall, the two dead citizens of Kassen appear to be missing and soon are found wandering around as zombies. (+120xp)
*Moving behind Merkava, holding one of the large shields, the group passes through a corridor guarded by sword wielding statues. Nivel then finds a magical key hidden on the bottom of a pool in the next room, which unlocks the door to a small room containing several potions and other magical items. (+180xp => LEVEL 2)
*A statue holding two large shields, suddenly activates and knocks Nivel unconscious while he was trying to insert a key into its rear side. In the ensuing battle, Brimlii uses all of his healing power to keep the party alive, in particular also Griswald, who for the first time reveals his bestial aspect while raging. (+240xp)
*The group kills a giant beetle and unexpectedly awakens a mysterious spirit which vanishes again after they give back its dagger. (+180xp)
*After making their way through a maze of pillars and trapdoors, the heroes find a citizen from Kassen, survivor of an attack by skeletons. He claims that his sister has been captured alive by the skeletons. (+240xp)
*Entering the crypt, the party finds two recently killed citizens of Kassen and soon after they are being attacked by a group of skeletons, who were lying around in the entrance hall. They defeat the undead but not without suffering injury themselves. Luckily they have a cleric to heal their wounds. (+300xp)
*The group finds a dead person near the Gray Lake and discovers a mysteriously haunted campsite. After two more nights in the forest and a more difficult path downhill, they finally reach their destination. It is obvious that something must have gone very wrong there because several horses lie dead in front of the crypt entrance. (+300xp)
*A nightly encounter with a pack of hungry wolves approaching the camp, ended peacefully thanks to a clever reaction from Merkava, throwing them food to gain time, and the great understanding and familiarity with animals that Firyin demonstrated. (+240xp)
*An ambush with illusory Orcs on the road shortly after leaving town gave the party a good scare, especially when Firyin was first caught alone without any idea that they were just an illusion, but in the end the heroes still easily triomphed thanks also to the quick wits of Nivel Klist, who was the first to see through the trick. (+280xp)
*The group has faced their first trial: accepting the quest to retrieve the flame from the crypt despite being low on Charisma. (+100xp)