Letting PCs know they don't have the "right" disguise?


Advice


Playing through the Emerald Spire, level 3. The PCs found some masks and ceremonial robes that they assumed would help them sneak through this level of the dungeon that is filled with bandits.

DM/Story Stuff:
The robes are meant to initiate new members into this bandit ring, and the masks have a mechanical purpose to help prevent some problems with a gas based trap in the dungeon.

The PCs have sprung the gas trap by failing a disable device check, having no ill effects because of the mask. However the gas is basically undetectable (colorless and odorless), so they assumed that the trap was not working anyways.

I've told the PCs that none of the bandits are using any of the gear they are, bandits are ready to attack them at any room they enter, and none of the bandits even attempt to talk before attacking the PCs.

The main reason I post this is that one of the players voiced his concern that his disguise should be doing something. I don't want to tell them ooc that they are flat out telling the bandits they aren't one of them by using the ceremonial robes, but it seems I may have to.

Silver Crusade

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You could tell them in a less jarring way by having the bandits yell something about the robes?

Sovereign Court

Before the bandits attack have them say something like, "nice try, but we know you are not initiates!"

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

After that comment by the player, I would have said something like "Yeah, that does seem pretty strange, now that you think about it. Weird."

Something to indicate that you aren't ignoring their plan, but that it just isn't working.

If you want something more mechanical, you might allow Sense Motive checks the next time they encounter some bandits to let them get a read on why they are being attacked.

Failing that...I mean, they always have the option to take one prisoner and interrogate them as to the reason, so at some point it's on them for making assumptions.


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The Players probably won't be upset that their clever plan doesn't work if the characters realize why it didn't work. It will generally be a more fun experience if this is handled internally to the game.

You mistake, which you can correct at the next encounter, is 'none of the bandits even attempt to talk.' They don't have to be fooled, but saying something when someone walks in wearing your ceremonial robes is certainly not out of character. I would probably actually have them question the PCs, i.e. "Why are you wearing the ceremonial robes? The initiation session isn't until after the new moon" or something, and unless something really clever happened, when the intruders didn't have a good explanation then they would attack. If you didn't want to engage in a conversation though, they could at least shout out "Get those guys, they are defiling the ceremonial robes which must only be worn during the sacred initiation rites" or something.

The point is, use your words in the game. Having NPCs give characters information is almost always more satisfying than having a GM give Players information.


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Honestly, this really just falls on your players at this point; why would they assume that wearing an outfit NONE of the enemies are wearing constitutes a decent disguise? That's like sneaking into Area 51 dressed as a firefighter.

Sovereign Court

I mean, if the characters were already attacked and the disguise seems to have done nothing, the players should be smart enough to realize that the disguise doesn't seem to work for them. As for why, they can look into it.

Agreeing with pH unbalanced's method of doing things, preferably followed by raised eyebrows and a long sip of whichever flavor of Dew you drink (an assumption, I know, but we're all Pathfinder nerds here, so not much of one).

There's a reason the rules mention having the GM roll your Disguise checks and not let you know how well you did, after all.


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Sandal Fury wrote:
Honestly, this really just falls on your players at this point; why would they assume that wearing an outfit NONE of the enemies are wearing constitutes a decent disguise? That's like sneaking into Area 51 dressed as a firefighter.

Every large airfield in the US, military or not, has firefighters and Area 51 is an active airfield. The Air Force even has a specific job classification for fire fighters. :P

Source: I spent a little over 7 years in the military (navy), including extensive training as a fire fighter. Aircraft are full of both highly flammable materials, and exotic materials that once they catch fire are a real pain in the butt to put out. Metals like magnesium, if pure enough in concentration, are extremely dangerous in a fire situation. Burning magnesium can ignite the hydrogen in water, creating an explosion.

Of course, if the plane has ordinance, that presents it's own hazards as well.


Well, a simple and test method is to just let them come across some ACTUAL initiates. And have the initiates talk about the robes.

Bandit Candidate 1: "Do we really have to wearthese silly things?"
BAndit Candidate 2: "Oi, you idiot, put that back on quick. My brother told me all about this test, if you take that off then .... (spoiler stuff)(spoiler stuff)."

Maybe just hint at the mechanical stuff, and make it so that the young initiate doesn't want to actually say it directly in fear of getting in trouble.

Once you make it public that there is a secret, the players might catch on. Then, they will either wear the robes religiously, or tear them off immediately (assuming that the robes are cursed or something). What they decide to do with your hint is up to them.


Pathfinder Roleplaying Game Superscriber

Let them get captured, or better yet, let them experience a TPK.

Keep in mind, and I've stated this before, in 2 years of GMing, the only party member I have ever killed was one that I was running (damned swarms). But still...


I would just run with it (though possibly getting more and more elaborate in the descriptions of the outfits the bandits are wearing that are clearly distinct from what the party is wearing), until they get to some midboss or someone who is entitled to monologue and have them spill the beans with "Oh, are you the new acolytes? Wait a minute, weren't there supposed to be [a different number] of you?"


I did mention to the group that I was aware of their outfits and what that would mean for each encounter. Player A (talked about in original post) just said something near the middle of the session. Player B constantly reminds me he is wearing the mask at every turn.

taks wrote:

Let them get captured, or better yet, let them experience a TPK.

Keep in mind, and I've stated this before, in 2 years of GMing, the only party member I have ever killed was one that I was running (damned swarms). But still...

I don't think it requires that drastic action. The PCs are having a problem with the bandits either.

I might have the boss say something about new acolytes, considering there is a chance to parley with the boss and learn about a quest.


Did you roll for their disguise(with penalties for inappropriateness), or just decided that it wouldn't work? Perhaps 1 group of bandits might think another group was trying to fool/have some fun with them. "Hey joe, we know it's you under there. Quit fooling around with the ceremonial robes before the boss catches you."


Just do some Sense Motive rolls for them. Because the game is all in the theater of the mind, sometimes you get these quirky moments where things that should be blindingly obvious to the characters aren't obvious to the players.

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