Moods fire before automatic adventuring or after relay adventuring. So, if you were adventuring in the relay browser your mileage would vary.
That is very interesting. I seem to recall several threads pointing out this inconsistency before and suggestions - from you, even, if I recall correctly - suggesting that we normalize the behavior. Or, perhaps, it was some other kind of automated vs. Relay script inconsistency.
I have recently occasionally run with the "automatically maintain effects in the Relay Browser" preference. I never tried it before, since I wanted complete control of my MP and would therefore manually hit the up arrow on effects or click the "execute mood" link when my effects got low and I had enough MP.
I found the auto-mood refreshing to be convenient sometimes and *gasp* annoying other times. Sometimes I wanted to intentionally let such and such an effect to hit zero (so I could get maximum use out of it) before changing my mood or doing something like the hidden temple or a shore trip or turn-consuming crafting for which maintaining effects would be a waste of MP. To my *gasp* annoyance, because I had a mood active and the preference set, just when I was about to run out of an effect, KoLmafia would cast the skill and boost it again.
The point of running the mood BEFORE automating an adventure is to handle exactly that: you set a mood which says "before I adventure somewhere in which I might want an effect, make sure I have the effects I want". It will not execute your mood before a shore trip or crafting. It probably will execute it before the Hidden Temple - but considering wandering monsters, that might not be incorrect, although it's not something _I_ want.
I guess it's time to ask again: should we normalize mood execution for the GUI and the Relay Browser? I.e., do the mood check in the relay browser when you are about to hit adventure.php, say, rather than after you have finished such a visit?