Skinsaw and Divinations (Spoilers)


Rise of the Runelords


Fellow GMs:

Any advice on preventing divination from ruining an otherwise intriguing mystery? I have two PCs who might pose a problem: a paladin (hence detect evil) and a wizard with an unhealthy fixation on detect thoughts.

Advice on how to circumvent these two spells without making them useless? Advice on other divinations that have caused trouble in your games? Horror stories, success stories?

Thanks!

RPG Superstar 2008 Top 16

toyrobots wrote:

Any advice on preventing divination from ruining an otherwise intriguing mystery? I have two PCs who might pose a problem: a paladin (hence detect evil) and a wizard with an unhealthy fixation on detect thoughts.

Advice on how to circumvent these two spells without making them useless? Advice on other divinations that have caused trouble in your games? Horror stories, success stories?

Spoiler:

I wouldn't nerf your party just because they have a style that's optimized for solving mysteries. They're giving up potential combat spells for those detect thoughts. At times, their emphasis on investigation will cost them, so let the characters reap the benefits while they can.

If you're concerned that the group needs more challenge, add a few "red herring" NPCs. A party of careful investigators may encounter more than one plot in Magnimar's shadowy underbelly.

Additionally, just because someone is evil, it doesn't follow that they're guilty of any particular crime. They may encounter grasping, malicious merchants or bitter, vicious city guardsmen, men reeking of evil who haven't actually done anything to gratify their twisted natures.

If the party's style and approach comes to the attention of the adventure's villains, they may take steps to negate the party's advantages. Magnimar is a big city: The PCs aren't the only ones who can buy potions and scrolls of misdirection or nondetection. The PCs may find themselves facing hired thugs (who know nothing useful) instead of cultists.

Sovereign Court

toyrobots wrote:

Fellow GMs:

Any advice on preventing divination from ruining an otherwise intriguing mystery? I have two PCs who might pose a problem: a paladin (hence detect evil) and a wizard with an unhealthy fixation on detect thoughts.

Advice on how to circumvent these two spells without making them useless? Advice on other divinations that have caused trouble in your games? Horror stories, success stories?

Thanks!

Although I didn't have the detect thoughts to worry about, the party's cleric in the group I ran through the module used detect undead

Spoiler:
to much success in the cornfields.

He also used it outside the Misgivings and really freaked out when I told him that the house detected as undead.


Honestly I am not sure how Detect Evil and Sense Thoughts would ruin this story. Let's take a look...

Part I - Investigation leading to Misgivings
Both of these spells will most likely be of use the most during the adventure during this phase of the investigation. However, I think they will just create role-playing opportunities rather than break anything. For example, Ven Vinder is suspected of the initial killings. He would not detect as evil, but the theory of the crime was one of passion, not an act of evil or malice... so it wouldn't absolve him of anything. Detect Thoughts very likely would allow the characters to determine that he was innocent. But only after a session with the mind of Ven (which would be a fun session). Since he is a red herring as is, it would be great to have some time there and have the PCs rule him out.

Not also here that your Wizard likely doesn't have a lot of the social skills that allow him to be more involved int he social aspects of the game (no diplomacy, etc.). This spell just let this player get into the game. That's a good thing.

Most of the other early encounters in this module would be very similar. The spells would help them move efficiently though encounters, but would not give away the answers.

Part II - The Misgivings

Other than the fun encounter with the detect evil almost blinding or stunning the caster who is looking at the house, I don't these spells would have much use in the second section of the game. In some cases (as with the revnant in the attic, they could actually make things harder by detecting evil and inferring the PCs should fight it rather than let it through).

Part III - Magnimar
These spells would be useful here, but play up the fact that people would see them casting them. They won't give away the story in most cases as they have to be targeted at something the PCs already suspect.

Overall, I guess this level of adventure is the last you can really have too many good investigations before divinations really can start ruining things. Enjoy it!

Sean Mahoney


Sean Mahoney wrote:
Other than the fun encounter with the detect evil almost blinding or stunning the caster who is looking at the house, I don't these spells would have much use in the second section of the game.

Almost stunning is key here - it's doubtful that there's anything in the Misgivings that would produce an overwhelming aura of evil. Strong, perhaps, depending on how powerful you judge Vorel's spirit to be.


Scott Betts wrote:
Almost stunning is key here - it's doubtful that there's anything in the Misgivings that would produce an overwhelming aura of evil. Strong, perhaps, depending on how powerful you judge Vorel's spirit to be.

Agreed. I would just use it to play up the power of the place and increase the tension about entering. I would not recommend that a player using detect evil in a combat situation be penalized with the evil found there.

Sean Mahoney

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