10-05 Mysteries Under Moonlight I - Testament of Souls


GM Discussion

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

I just want to say I appreciate the sidebar showing Sheila paying respects to the fallen.

Silver Crusade 5/5 Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

I, on the other hand, am perfectly willing to have my NPCs be jerks!

But not Sheila. I just bought a bunch of "Participation" ribbons to hand out to my players at the end. Seems about right for the Lord-Mayor...

Silver Crusade 5/5

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yes, they're definitely trying hard to change players perceptions of her.

As a player who hated her, I think that I'm ok with deciding that she has reformed and redeemed herself. It would help to know WHY she has changed though

2/5

Question for the group: Should I tell my PC's what skill check they can attempt for the clue's, or do I let them guess?

Grand Lodge 4/5 Venture-Agent, Colorado—Denver aka roll4initiative

Ballistic101 wrote:
Question for the group: Should I tell my PC's what skill check they can attempt for the clue's, or do I let them guess?

I told my players what skills could be used. I said something along the lines like,"You can impress her by showing how well you can dance by making a perform dance check or sweet-talking her with a diplomacy check."

Grand Lodge 4/5 Venture-Captain, California—Sacramento aka FLite

Can someone explain this line in the subtier 6-7 4 player adjustment for the final fight?

Quote:
Ordellia’s starknives can target only one vampire spawn per round, but they sicken their target in addition to their other effects.

The only "Ordellia's Starknife" I can find is a single +1 starknife.

Grand Lodge 5/5 Venture-Captain, Arizona—Phoenix aka TriOmegaZero

It refers to the silver starknives she summons that negate the vampire spawns abilities. (Bottom of page 16.)


Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Christian Dragos wrote:
Ballistic101 wrote:
Question for the group: Should I tell my PC's what skill check they can attempt for the clue's, or do I let them guess?
I told my players what skills could be used. I said something along the lines like,"You can impress her by showing how well you can dance by making a perform dance check or sweet-talking her with a diplomacy check."

I try to give the players some clues regarding the NPCs background or profession that would help them choose an appropriate skill check. If there are no outwardly obvious clues, the PCs can ask them a few basic questions to get a feeling for where the NPC's interests lie before attempting a skill check.

In this particular scenario however, some of the listed skills don't seem to have any relevance to the NPC or their background. Why would Sleight of Hand be appropriate for the newlyweds? Why would Profession(Barrister) be appropriate for a sculptor? I may have to embellish the NPC backgrounds a bit to better fit the skills listed.

Sovereign Court 4/5 Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

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Keven Simmons wrote:
Christian Dragos wrote:
Ballistic101 wrote:
Question for the group: Should I tell my PC's what skill check they can attempt for the clue's, or do I let them guess?
I told my players what skills could be used. I said something along the lines like,"You can impress her by showing how well you can dance by making a perform dance check or sweet-talking her with a diplomacy check."

I try to give the players some clues regarding the NPCs background or profession that would help them choose an appropriate skill check. If there are no outwardly obvious clues, the PCs can ask them a few basic questions to get a feeling for where the NPC's interests lie before attempting a skill check.

In this particular scenario however, some of the listed skills don't seem to have any relevance to the NPC or their background. Why would Sleight of Hand be appropriate for the newlyweds? Why would Profession(Barrister) be appropriate for a sculptor? I may have to embellish the NPC backgrounds a bit to better fit the skills listed.

It's really nice if you can convey which skills can be used through RP or description. But if that just doesn't pan out, I would rather just tell my players. When I'm playing, it's seriously frustrating if the GM is playing "read my mind" with regards to which skills I'm allowed to roll :)

I like encounters that change up which skills we can use, it's a nice change of pace. But I do prefer to be fairly open with players about the mechanics of "minigames". It's just too disempowering if you get told something like "well, you had three tries and you spent them all on obvious skills but the scenario wants you to use something you never would have guessed".

So yeah, I really like it if I can sell the idea in character, but if that doesn't work, I'll lay it out for the players anyway what they can do.

Sovereign Court 2/5 Venture-Agent, Alaska—Anchorage aka 1bent1

I just ran this and had fun.

Party was a lvl 6 Samurai, lvl 6 Alchemist/barbarian, lvl 4 barbarian, Lvl 4 Rogue pregen, lvl 3 paladin and lvl 3 bard.

The combats weren't challenging (the Mummy surprised the group with what it could do and got the Paladin attention).

The party really enjoyed the atmosphere the subject matter.

I scerwed up how to handle the Sanctifying the monuments and gave the group their second Prestige despite hand waving once I realized I missed the investigation goes toward all monuments sidebar.

Funny note even though the party was told at the end what the antagonist of the following scenario was they were still talking about Vampires to come, lol.

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