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"Masks of the Living God": Impressions?
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<blockquote data-quote="Glade Riven" data-source="post: 5197921" data-attributes="member: 86468"><p>So, Post-Play Review: <em>Easily derailed by good role-players.</em> My players got as far as prison cell stage of the initiation, and then kept causing trouble. Eventually, they woke up Krant (who was sleeping down the hall), picked fight with Krant, and shenanigans ensued. More or less ended with them being thrown out of temple, then thrown out of town (the latter being over pancakes at 3 PM).</p><p> </p><p>In this particular instance, I was attempting to use this as a way to get my group from lvl 2 to lvl 4. I know that the adventure says lvl 3, but we have 6 players and not 4, so that part was still balanced. Since the players interrupted the quest fairly early and then got themselves kicked out (with no fatalities for anyone, oddly enough), I gave them all 1000 xp apiece for the quality of the role playing.</p><p> </p><p>The adventure would probably work fine for a group that has characters that are more cooperative towards achiving a goal, rather than the group of various independently minded nut-jobs that my players are portraying. The stats all look good, and the players have just set themselves up for having more foes down the line, so I can still "part it out" to keep it a useful resource.</p><p> </p><p>Overall, this seems to be more of a DM grab-bag resource for a quick temple/cult set up rather than a typical adventure. The maps and stats are solid, but the play style is a little specific to a certain type of group.</p></blockquote><p></p>
[QUOTE="Glade Riven, post: 5197921, member: 86468"] So, Post-Play Review: [I]Easily derailed by good role-players.[/I] My players got as far as prison cell stage of the initiation, and then kept causing trouble. Eventually, they woke up Krant (who was sleeping down the hall), picked fight with Krant, and shenanigans ensued. More or less ended with them being thrown out of temple, then thrown out of town (the latter being over pancakes at 3 PM). In this particular instance, I was attempting to use this as a way to get my group from lvl 2 to lvl 4. I know that the adventure says lvl 3, but we have 6 players and not 4, so that part was still balanced. Since the players interrupted the quest fairly early and then got themselves kicked out (with no fatalities for anyone, oddly enough), I gave them all 1000 xp apiece for the quality of the role playing. The adventure would probably work fine for a group that has characters that are more cooperative towards achiving a goal, rather than the group of various independently minded nut-jobs that my players are portraying. The stats all look good, and the players have just set themselves up for having more foes down the line, so I can still "part it out" to keep it a useful resource. Overall, this seems to be more of a DM grab-bag resource for a quick temple/cult set up rather than a typical adventure. The maps and stats are solid, but the play style is a little specific to a certain type of group. [/QUOTE]
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"Masks of the Living God": Impressions?
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