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"Masks of the Living God": Impressions?
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<blockquote data-quote="megablake" data-source="post: 5200650" data-attributes="member: 81069"><p>I ran Masks as part of the trilogy for my Thursday gaming group, and it was one of our most involved, interesting sessions. We enjoyed it thoroughly!</p><p></p><p>(I should note that I ran it with a party of six at 6th level, for an average CR boost of +4. Jason Bulmahn was nice enough to help with the advancement here on these boards, but I can't say I recommend doing this, as a party might be too versatile to account for.)</p><p></p><p>My players went off the rails early (one even staying outside and burning down the Ranger's Lament!), but the module was detailed enough that I was able to improvise events (had the cult hunting down said PC under pretense of "neighborhood protection", while other players foiled the cultists from within.). There were several encounters we didn't get to (Evlar fell by the wayside, never got to Welton, didn't bother with the snake pit), but the party was simply having fun pretending to be part of an evil moneymaking cult while looking for incriminating evidence (I ran the low-level cultists like frat jocks). Eventually, the number of party members still infiltrating dwindled (as characters were caught/escaped), and the party regrouped and returned to take out their frustration over floor-scrubbing and scripture-scribing on Egarthis and Krant. </p><p></p><p>Really like the mask golem. I liked it enough to add it to the sequel, City of Golden Death.</p><p></p><p>An adventure this freeform is not for every group, and you'd need to know your players really well to run it without a hitch. Personally, I told them flat out that I'd be running a module with the option of sneaking and infiltration (with the added promise that if they took gear off/had gear taken from them they would get it back), which is playing against type for them. I also knew ahead of time that this adventure would have to be a one-evening deal. This module is a lot like a tiny city "toolbox" book, but focused on one detailed building and group.</p><p></p><p>Personally, I really enjoyed it, and there's a lot of material to work with even after the adventure is over (we spent the next session hunting down escaped cultists and a big snake for a moderate bounty). Probably could have spent more time there if I wasn't in such a rush to get to the City of Golden Death.</p></blockquote><p></p>
[QUOTE="megablake, post: 5200650, member: 81069"] I ran Masks as part of the trilogy for my Thursday gaming group, and it was one of our most involved, interesting sessions. We enjoyed it thoroughly! (I should note that I ran it with a party of six at 6th level, for an average CR boost of +4. Jason Bulmahn was nice enough to help with the advancement here on these boards, but I can't say I recommend doing this, as a party might be too versatile to account for.) My players went off the rails early (one even staying outside and burning down the Ranger's Lament!), but the module was detailed enough that I was able to improvise events (had the cult hunting down said PC under pretense of "neighborhood protection", while other players foiled the cultists from within.). There were several encounters we didn't get to (Evlar fell by the wayside, never got to Welton, didn't bother with the snake pit), but the party was simply having fun pretending to be part of an evil moneymaking cult while looking for incriminating evidence (I ran the low-level cultists like frat jocks). Eventually, the number of party members still infiltrating dwindled (as characters were caught/escaped), and the party regrouped and returned to take out their frustration over floor-scrubbing and scripture-scribing on Egarthis and Krant. Really like the mask golem. I liked it enough to add it to the sequel, City of Golden Death. An adventure this freeform is not for every group, and you'd need to know your players really well to run it without a hitch. Personally, I told them flat out that I'd be running a module with the option of sneaking and infiltration (with the added promise that if they took gear off/had gear taken from them they would get it back), which is playing against type for them. I also knew ahead of time that this adventure would have to be a one-evening deal. This module is a lot like a tiny city "toolbox" book, but focused on one detailed building and group. Personally, I really enjoyed it, and there's a lot of material to work with even after the adventure is over (we spent the next session hunting down escaped cultists and a big snake for a moderate bounty). Probably could have spent more time there if I wasn't in such a rush to get to the City of Golden Death. [/QUOTE]
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"Masks of the Living God": Impressions?
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