| Salovs |
Hello,
My group is just about to finish the Crypt of the Everflame and will be starting the Masks of the living god soon. I have been listening to the Chronicles Pathfinder Podcast and they are really helping me mix them all together. Now i don't have the Masks of the living God module yet but i wanted to know what am i suppose to do with a paladin and a cleric that want to go join this new cult? Are they just going to pretend they don't love their god anymore and want to join. Do i need to have them roll bluff checks? I am not sure on how to run this. I am sure the book might have something i just wanted to check here and see what you all of you did for this module.
Thanks
| Urath DM |
Hello,
My group is just about to finish the Crypt of the Everflame and will be starting the Masks of the living god soon. I have been listening to the Chronicles Pathfinder Podcast and they are really helping me mix them all together. Now i don't have the Masks of the living God module yet but i wanted to know what am i suppose to do with a paladin and a cleric that want to go join this new cult? Are they just going to pretend they don't love their god anymore and want to join. Do i need to have them roll bluff checks? I am not sure on how to run this. I am sure the book might have something i just wanted to check here and see what you all of you did for this module.Thanks
The module does not provide a lot of advice on this. There are two brief sidebars mentioning this. One does make clear that the way the adventure is *expected* to go is not the only way it *can* go. In the other, it discusses Paladins and/or Clerics may refuse to go along. You will probably have to adjust the plot some as the Players come up with an alternate plan.
I am currently finishing Crypt of the Everflame in a PBeM mode. Next might be the Masks of the Living God, unless the Players decide they want a change.
| LtlBtyRam |
As someone who played in this series of modules and played a Cleric. Lawful good follower of Iomedae I can say it was tough. We also had a Paladin in the party. All I can say is remember LG's can and will work with not so good people in the world of Golarion provided they are serving a greater good or stamping out a greater evil. We both took on the this is necessary approach. We roleplayed it out. If you have rollplayers in your party then yeah go with the bluff checks, otherwise see what happens with your players. I hope you have as much fun with it as we did :-)
samerandomhero
|
"My dear friend Evlar, you really should not pray to Shelyn. You should trust in Razmir now." >:)
I had a really awesome GM and an awesome group. I was in the same group as Ltlbtyram. I will list some things I think our GM, Charlie Bell, did to make this exciting module work for the group.
:: Realize that this game will be mostly roleplay at the first half and a mix of combat and roleplay in the following half.::
Our group consisted of a pretty well rounded mix that did well in both.
My rogue flourished in that module. I remember being happy I put skill points where I did. They were all used, many quite a bit.
::Encourage those of good alignment to realize how bad the Razmir cult is and understand that they are going undercover to root out the evil, not truly join or enable it.::
My rogue while not a sociopath, was not as laden with moral baggage as the others were. It was good having a moral center in the party, with the other party members orbiting it. Some had orbital paths farther out from that moral center than others did. what!? :)
:: Most importantly, relax and enjoy the module as the party unfolds it, I mean plays it. Keep an eye on the players and a check on the fun pulse. If it is getting to hot, talk it out. Chill.::
:: Play out the town, churches,and such. And definitley play out Gant, the villainous taskmaster in the module.::
This is a really neat and fun module. One of the best times I have had playing the game. Charlie rocked as a GM and my fellow players were awesome.