Help with Masks of the Living God


Adventures


Masks Spoiler:

So the pcs decided it was enough on day 5.
at around 2 am after purposely failing on purpose at writing the scrolls they went downstairs and killed 2 priests and a handfull of acolytes. No alarms were triggered, they stole the robes, plundered the secret room and made it out to the rangers lament.
Cygar is about to send them back in as they have no proof, and I think that they will be going the brute force route...

when they try to go to the second floor they will probably trigger the alarm from one of the hidden guards. My question is, when the alarm goes, who is going to show up?

Both krant and egarthis are alive, and the 3 other heralds.

The book says there is a 50% chance a herald is asleep in his room, there are aprox 20 acolytes and 8 priests. We have 2 dead priests and about 5 dead acolytes.
This means if the alarm goes, slowly adding to the battle will be 15 acolytes, 4 more priests, krant and egarthis and possibly one more herald. If i understand this correctly its going to be a CR 30 to 35.....

Even with just Krant, Egarthis and 2 priests it's a CR 14.

Any suggestions as to how to play this other than having them file in over a few minutes?


Spahrep wrote:
** spoiler omitted **

Didn't realize that cr wasn't linear, so it should only be about a CR 10. APL = 3...


Spoiler:
My group ended up persuading the city guard to aid them in a raid on the temple. (Although that was due to poor GMing on my side forcing them to go that route.)


Pathfinder Roleplaying Game Charter Superscriber
Spahrep wrote:
Spahrep wrote:
** spoiler omitted **
Didn't realize that cr wasn't linear, so it should only be about a CR 10. APL = 3...

I think that's doable. The party should now know what to expect, more or less, so a major fight shouldn't be a surprise.

Liberty's Edge

Spahrep wrote:
So the pcs decided it was enough on day 5.

Indeed. Your players' reaction is one of the problems with the emotional territory that this module deliberately strays into. It's a common problem that a lot of groups have had with the adventure as it is presented.

We'll be covering this situation, how to avoid it, and more in our in-depth review and deconstruction of Masks of the Living God on Episode #2 of Chronicles: The Pathfinder Podacast. We are recording it this weekend and it should be out within the next week.

Our GM segment also features an interview with Jason Bulmahn which highlights some of these issues that you have described above as well. Give it a listen.


Steel_Wind wrote:
Spahrep wrote:
So the pcs decided it was enough on day 5.

Indeed. Your players' reaction is one of the problems with the emotional territory that this module deliberately strays into. It's a common problem that a lot of groups have had with the adventure as it is presented.

We'll be covering this situation, how to avoid it, and more in our in-depth review and deconstruction of Masks of the Living God on Episode #2 of Chronicles: The Pathfinder Podacast. We are recording it this weekend and it should be out within the next week.

Our GM segment also features an interview with Jason Bulmahn which highlights some of these issues that you have described above as well. Give it a listen.

Who is 'we' and 'our'?

Liberty's Edge

Spahrep wrote:


Who is 'we' and 'our'?

"We" and "our" is me and my co-hosts of the podcast: Azmyth and Mark.

Podcast RSS info is here: Chronicles: The Pathfinder Podcast


The results

masks:

so as anticipated, there was a massive battle that took 5 hours to finish.
6 acolytes
4 priests
1 herald
Egarthsis
Krant
And 2 hellhounds from egarthis.

When the dust settled, one dead pc, 1 neg hp pc, and no one in double digit hp.

Was a Fun 8 hour session in total, until 3 a, :p

They are lucky they killed some priests and accoylets before or that might have been a tpk


Wow. Getting away from that fight without a TPK is quite an achievement, I´d say. Egarthis and Krant alone a quite some enemies.


Stebehil wrote:
Wow. Getting away from that fight without a TPK is quite an achievement, I´d say. Egarthis and Krant alone a quite some enemies.

Spoiler:

what the did after they killed the first group os acolytes and priests, was go out via rangers lament tunnel, Reginar was waiting as they had given the baker a note to give him. Reginar sent them back in for proof. They sent the rogue into the baracks to steal clean robes and plant bloody robes from the first fight. Then they went to the main floor and made up a story about a fight between some acolytes and priests. The bluff check worked and the temple alarm was triggered with the focus being the group of sleeping acolytes in the barracks. This gave them time to run to the top floor, kill the two priests on the top floor, trigger the mask golum, have 6 rounds with the golum before the herald came out, and then another 6 rounds with golem and herald before the rest of the temple figured out the truth and stormed the top floor. The did a good job using the available choke points in the top floor and was probably the best and most epic encounter I've ever done. That previous list of enemies didn't include the golem, two priest guards or the encou ter before they oft the temple with the other priests and accoytes. They cleared the entire population of the temple between 2 am and 4 am game time!

Party was:
Rogue 4
Barb. 3
Sorc. 3
Monk. 3
Druid/inquisitor 1/1

Sovereign Court

We're currently just up to the XP bashing barge trip, but from what I've read here I'm really looking forward to running the rest of this module.


My group tripped the alarm, the module isn't clear on what would happen but since White robes and most Gray robes are not elightened enough to be on the 2nd floor, the modules hints they gather on the first floor.
So when I ran it that's where they waited. The party had to fight their way through them to get out.

Liberty's Edge RPG Superstar 2010 Top 8

We use miniatures. I want the river trip to include a few encounters, so I made a river barge in Campaign Cartographer 3. Power Word, Share! :D

River Barge

Dark Archive

The Black Mist is supposed to be 20' by 60'. Besides there isn't any room to maneuver. The ship you created does look nice though.

Sovereign Court

We used the barge in the Boats & Ships Map Pack. It's not the right dimensions but it did the job well enough.

Liberty's Edge RPG Superstar 2010 Top 8

Nebten wrote:
The Black Mist is supposed to be 20' by 60'. Besides there isn't any room to maneuver. The ship you created does look nice though.

*Shrugs* I didn't want a short, squat ugly ship and the adventure doesn't give much more detail than dimensions, so I did as I pleased.

Liberty's Edge RPG Superstar 2010 Top 8

River Barge #2 :)

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