| Poboy |
So some quick rule questions, interested on how other GMs handle these things:
First of all, with a magic artefact like "Whispering Reeds" that most definetly has a downside with the curse and all, what information do you give the players?
Is it: flavourful description before they suceed their identify check? And then just the whole statblock with curse and all? Or do you tell them everything but the curse? Or do you write down the activations actions and leave the background info out? I am very curious.
Second question is with the many Ghosts that have a Rejuvination condition. Is this information that can be given after a successfull recall knowledge check? Or is it kind of hinted at but never disclosed? How do you play that at your table?
Bonus question: Concerning a haunt, is the needed disable check also information that can be acquired with a roll or do the players have to find out "on their own"? (Bonus to the bonus: Is one successfull disable check enough to end the whole haunt?)
Stay safe, healthy and looking forward to the replies :)
| Kasoh |
Since I often just link people to the item on Archives of Nethys, whatever is posted on the page is what they get for the item. I don't usually truck in 'gotcha' items but if I'm feeling ornery about it, I will hide features behind higher identify checks or until the party speaks to an expert about the object.
If there's any kind of interesting story or lore behind the item that I otherwise think the party will not learn, I'll probably just tell them about it.
I told the party when they were researching ghosts that each one has a specific condition that needs to be met to put their spirit to rest. After talking to or observing its environment or behavior I'd give them the information on a successful recall knowledge check, unless they had knowledge of the creature from prior research.
How to disable a haunt is undoubtedly the most useful piece of information about a haunt to get out of a recall knowledge check and I wouldn't deny a player that. And unless the stat block says otherwise, I assume one check is all that is needed.
| Razcar |
As for you bonus to your bonus, I think so.
However, I usually require two checks over two rounds (each attempt taking three actions), or more, just like an disable device/open locks attempt in stressful situations. This so it will get a little more exciting, thinking of Father Merrin (The Exorcist) performing his exorcism while the whole room is shaking. Meanwhile, the other players get to fight the haunt/protect the one disabling it.