Masks of the Living God Treasure Questions


Adventures


So I'll probably spoiler something about the adventure below...if that worries you.

I'm having a great time DMing the Masks of the Living God adventure (enjoying my first use of the Game Mastery Item cards!) so far for my two younger cousins, and we are approaching the part where the group is deciding to infiltrate the cult (as the players quickly realized that there characters might not survive a direct attack on the church). However, as I'm scanning through the treasure for the encounters, I didnt' really find anything spectacular that calls out to me as "Exciting" and different treasure, something my players would remember and enjoy instead of selling it at the next magic item shop for a magic weapon or armor that fit their character.

Does anyone have any ideas for some extra treasure (similar in level) that would make sense to be in the church and that would be something remembered and kept when faced with the choice of selling it? It might not have the most powerful ability in the game, but maybe something interesting, fun, or just plain useful that they will love to have it. (This is my first time for my younger cousins so its not too hard pleasing them).

I've loved the idea of the adventure so far, and if anyone has any suggestions I would be grateful for them!

Ps. Any suggestions revolving personal experiences running the infiltration part of the adventure would be great as well!

Thanks in Advance!


What kind of characters are they playing, so we have an idea of what would be useful to them?

Also, it might be a good idea to have the players find some alchemist's fire if they don't have any area of effect spells to deal with a swarm in the basement tunnel. I can't remember if there's some already written into the module but I seem to recall my group had some difficulties with that swarm.

And be careful if the players want to start exploring on their own, when I ran it the rogue nearly died when he ended up in the basement pit with the snake, he barely escaped with his life after being dropped to 0 hit points.


We Have a Human Cavalier (Dragon Order), Elven Rogue, a Half-Elf Druid (lion animal companion), and a Half-Elf Wizard (Evocationist) for the party composition.

Yeah, the wizard hasn't chosen any area of effect spells...hes sticking with Magic Missile and Spontaneous Immolation...

The rogue does have the tendency to try and to do everything herself...


Bump!


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I took Egarthis's dagger (p.24)and made it a collectors item. I placed a filty rich merchant - Ali al Hassan - from Jalmeray in Tamran. He was on the hunt for a long lost royal treasure, and the trail have taken him to Tamran.
He was more than willing to trade some magical items for this very valuble item (5000 gp).
I think the party traded the dagger for a Handy Haversack, a wand of Clw and a Efficient Quiver. Good times!

Asmo


Asmo wrote:

I took Egarthis's dagger (p.24)and made it a collectors item. I placed a filty rich merchant - Ali al Hassan - from Jalmeray in Tamran. He was on the hunt for a long lost royal treasure, and the trail have taken him to Tamran.

He was more than willing to trade some magical items for this very valuble item (5000 gp).
I think the party traded the dagger for a Handy Haversack, a wand of Clw and a Efficient Quiver. Good times!

That's an excellent idea, Im trying to find something that will be something fun and remembered...and a filthy rich merchant (that might be continous throughout the campaign) would be pretty cool!

Thanks!

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