8-05: Ungrounded but Unbroken GM Discussion


GM Discussion

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2/5

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Ran this yesterday. Giving the PCs a Perception check to notice the Captain quickly hiding a sheet of paper away when the entered her office was enough to shift the players from "The Captain is an a-hole" to "The Captain is a Corrupt A-hole". After that they were on the lookout for clues, and had no qualms about breaking into her office.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

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“You’re in a unit tasked with fighting Efreeti. What are some of the best anti-efreeti tactics you can use?”

“How do you counter the typical salamander fighting style?”
Goad them out of their fiery lairs, and blast with cold. Keep soldiers with sharp skin or armor spike near the front to discourage grapples.

“What are some of the sources of the current conflict between Earth and Fire?”
(Efreets are jerks would be considered an okay answer here.)
Sultana Ashadieeyah bint Khalid is driven by the desire to avenge her father, causing her to pour ever increasing
resources into her war with the efreet.

Difficult Questions:

“What is the difference between Malik Efreeti and other Efreeti?”

(nobles of Efreeti, more powerful)

Easy Questions:

What is the capital city of the Plane of Earth?
Opaline Vault

Who are the primary denizens of the Plane of Earth?
Creatures indigenous to the Plane of Earth include crystal dragons, earth elementals, mephits, oreads, shaitans, xiomorns, and xorns.

Dark Archive 4/5 5/5 ****

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Or for the more typical Pathfinder...

"What is the name of the plane that you are on right now?"

"What is MY name?"

Sovereign Court 5/5

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Jack Brown wrote:

Or for the more typical Pathfinder...

"What is the name of the plane that you are on right now?"

"What is MY name?"

The more typical PFS table...

"What is your favorite color?"

Dark Archive 4/5 5/5 ****

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Muse. wrote:
Jack Brown wrote:

Or for the more typical Pathfinder...

"What is the name of the plane that you are on right now?"

"What is MY name?"

The more typical PFS table...

"What is your favorite color?"

Or, yelled in the recruit's face, at maximum volume

"WHAT IS YOUR NAME, YOU WORTHLESS PIECE OF UNEVOLVED POND SCUM?!?!?!"

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

That was one of the backup questions I used for those that could not answer anything... but I used a different insult. I called him Pumice Brain.

Dark Archive 4/5 *

Pathfinder Rulebook Subscriber

Great set of questions with answers on the PFS Prep site. I think I need help with non-cursing insults - I guess I'll start with mewling quim and move from there, though I'll have to resist the temptation to use puny god...

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

If you're trying to come up with a non-cursing insult, 'quim', is not a word you should choose, as it references a portion of female anatomy in a derogatory way.

So... Let's go with non-cursing alternatives:

General:
"Scum" "Plebe" "Grunt" "Ignan Appetizers" "Tenderfoot" "Coward" "Freak" "Rascal" "Meaty Moron"

Collective:
"Scrubs" "The Great Unwashed" "Odiferous Oddballs" "Rookies"

Undines:
"Drip" "Sop for Brains" "Clammy" "Wet Blanket"

Ifrits*:
"Hot head" "Fiery Fool" "Combustible Cretin" "Treacherous Torch" "Burnout" "Blazing Blockhead" "Ignorant Ignan!" "Scorch Scum"

Oreads:
"Pumice brains" "Granite Gorilla" "Marbled Misfit"

Sylphs:
"Twinkle toes" "Airhead"

Half-Orcs:
"Bite me!" *Pause* "Not literally!"

Tengus:
"Birdbrain" "Featherhead" "Beaky"

Kitsune:
"Furball Freak"

Small Races:
"Ankle Biter"

Mix up Gnomes, Wayangs and Halflings constantly. Always call player characters the wrong one. Use an annoying falsely sweet falsetto. "Ooo, can your 'iddle legs not keep up?"

___

* Can you tell that one of my player characters was an ifit?

2/5

I ran this last night, and I think it went well. I was concerned that the players might not catch on to the captain's plotting against them, so I added a short bit to Sorrina's introduction about how "other organizations from Golarion were also active on the Plane of Earth seeking allies and resources." At any rate, my players did eventually figure things out. The big turning point being the realization that Othis had set them up to try and arrest their commanding General.

We played tier 4-5 with one 2nd level, a couple of 3rd levels, two 4ths, and one 5th level PC. They made very short work of the combats - the fight in the arena against Dell and Co and the Quartz Path ambush. I was actually a little disappointed that the combats weren't more difficult. Making some of the DC and skill checks was a bit more of a challenge.

Thanks for all the advice and assistance.

Peter

Liberty's Edge 4/5 5/5

pjrogers wrote:
I was concerned that the players might not catch on to the captain's plotting against them, so I added a short bit to Sorrina's introduction about how "other organizations from Golarion were also active on the Plane of Earth seeking allies and resources."

When the party are being led through the city on the way to the Ungrounded barracks, I made sure I emphasised all the flags in the outer district, mentioning that some of them looked familiar from their time in Absalom and other parts of Golarion. I then had them make the knowledge (local) check to see what they recognised (one flag in particular...).

I think that was sufficient, rather than adding more overt hints from Sorrina Westyr.

Silver Crusade 4/5 Venture-Captain, Pennsylvania—Pittsburgh

Data point: I just ran this for a different group over the weekend. They saw the Aspis banner, made the check, and were suspicious the whole time. On night two, I mentioned that they were woken up again--this time they made their beds, but the were pretty ticked off... they looked to see which direction Othis went afterwards, and when she didn't return to her office, they broke into it of their own volition. Things went so much better...

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

I need to emphasize the banner more in my next run, I think. But I didn't think it was on the Ungrounded building, just in the area.

Silver Crusade 4/5 Venture-Captain, Pennsylvania—Pittsburgh

You're right, it's just in the area. If I run this again, and the party doesn't make the check, I would probably describe the banner and say it looks familiar but you just can't place it. It seems pretty critical to the rest of the scenario working as expected.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Oh dear. Two hunters this time. Going to be a field day with the animal companions.

4/5

I ran this last Friday and it went very very well - definitely went quite long (about 5 hours I think) but overall a really good run.

I ran it high tier for a 5 player group - I don't think I would want to run this for a 6 or 7 player group.

One player was playing a level 2 Wizard - and perhaps surprisingly his character actually ended up contributing a great deal to the whole party - far more than his low level might have suggested.

Three of the other players were playing swashbuckler type of characters (not all actual swashbucklers) so we were a melee heavy party but with a very good range of skills (more knowledge and perform skills than perhaps typical for a martial heavy party).

Overall they enjoyed the scenario and did very well. They were very suspicious (and found the banner) - but they were actually arguing IN CHARACTER about whether or not they should investigate the captain's office! And definitely all had a good laugh when they did and found what they found there (they used diplomacy to get the key, disguise self to look like the captain and an elixir to boost one character's perception to get in and out and search effectively - and split the party to do so...

The final battle actually almost killed one player (they attacked the worm instead of using diplomacy - and the worm then critted but was knocked out the next round)

I would say the initial scenes had a few sections that dragged - the obstacle course could be smoother - but we all enjoyed the scenario - lots of role playing, a real change of pace from typical scenarios and for the right group it was a lot of fun. We treated it as "Full Metal Pathfinder" and that kinda tone helped. They were effective and a generally well built team - with good diversity of skills.

(they also did detect and complained in character about the general lack of emphasis on teamwork that the training seemed to focus on - which was fun)

Sovereign Court 3/5

I recently played through this module with my Inquisitor and had a great time. There is one thing I was curious about on the chronicle sheet, the Wish Exposure boon for Sovereign Court (which my Inquisitor is) mentions the Court having made a wish that has impacted my character in subtle ways. What wish was that?

2/5

I'm GMing this Saturday and after going through the scenario the 1st time I was very concerned on how to run this.
I've read through this blog I'm copying down much of what's being said and feeling a bit easier about it. (Thank you Hillary Moon Murphy for the question ideas)
I believe its going to be a 6 person low tier party (two 1st level, a 2nd level and Two 3rd level plus a 5th level).

I 'll let you know how it turns out.

Morag

2/5

Morag the Gatherer wrote:

I'm GMing this Saturday and after going through the scenario the 1st time I was very concerned on how to run this.

I've read through this blog I'm copying down much of what's being said and feeling a bit easier about it. (Thank you Hillary Moon Murphy for the question ideas)
I believe its going to be a 6 person low tier party (two 1st level, a 2nd level and Two 3rd level plus a 5th level).

I 'll let you know how it turns out.

Morag

I did a map of the obstacle course. It was pretty simple, but I think it helped with visualizing what the PCs were doing.

Grand Lodge 4/5 ***

Sebastian Hirsch wrote:

I had a bad experience with this one, I need to actually read the scenario, but I am very unhappy with the ending.

This does have a lot to with the the fact, that due to poor dice rolls the party missed the fact that the Apis Consortium has a presence in that city.

Of course that didn't matter all that much, the party even joked about the fact that the Aspis Consortium is the reason why their officer didn't like them.... only to learn later that is was true (which honestly was quite disappointing to me).

Sneaking into her office, still seems like a pretty obvious trap option and I would not have expected the scenarios to want us to do this.

Thus we never learned about the connection and the ending was far less satisfying than it could have been.

Also, the scenario felt a bit short, we thought that after the caravan that scenario was getting some sort of traction, but the ending came pretty much out of the blue.

I fear/suspect, that this scenario is a lot like many older scenarios, nice premise but the flaws in the mechanical execution bother me much more than they should, and you really have to put a lot of work into it.

Really still have to read it, but it really didn't work for me.

Played this one at U-Con this past weekend. My friends and I enjoyed the premise of the story, but the ending was a big disappointment.

We noticed the Aspis banner in the beginning, but found no other evidence of their involvement. It came as a surprise to all of us that we were penalized a prestige point for obeying orders and not sneaking out of our barracks at night to spy on our CO. Most of our group have prior military service, and to a person, we all chalked up the bedroll and obstacle course shenanigans to hazing.

In short, good story, poor execution.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

I'm still unsure why people think losing a prestige point is a penalty rather than failing to achieve an extra success. I guess some people don't consider that a difference.

Grand Lodge 4/5 ***

I should also mention that we played low tier. My paladin, the brawler, and fighter in our party should all make excellent soldiers, in theory. The "tests" did not bear this out whatsoever. The only character in our party who had a chance at making the knowledge checks was our bard, who consistently rolled in the single digits.

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

Miloslav wrote:
I should also mention that we played low tier. My paladin, the brawler, and fighter in our party should all make excellent soldiers, in theory. The "tests" did not bear this out whatsoever. The only character in our party who had a chance at making the knowledge checks was our bard, who consistently rolled in the single digits.

Everyone can make a DC 10. You just need to be lucky.

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

Miloslav wrote:

Played this one at U-Con this past weekend. My friends and I enjoyed the premise of the story, but the ending was a big disappointment.

We noticed the Aspis banner in the beginning, but found no other evidence of their involvement. It came as a surprise to all of us that we were penalized a prestige point for obeying orders and not sneaking out of our barracks at night to spy on our CO. Most of our group have prior military service, and to a person, we all chalked up the bedroll and obstacle course shenanigans to hazing.

In short, good story, poor execution.

I'm curious how your group dealt with the false description and the ambush.

Grand Lodge 4/5 ***

We figured out who the con artist was and apprehended her before she could escape the casino. Which part are you referring to as the ambush?

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

The caravan escort. Did you get fooled by the false description?

Grand Lodge 4/5 ***

KingOfAnything wrote:
Miloslav wrote:
I should also mention that we played low tier. My paladin, the brawler, and fighter in our party should all make excellent soldiers, in theory. The "tests" did not bear this out whatsoever. The only character in our party who had a chance at making the knowledge checks was our bard, who consistently rolled in the single digits.
Everyone can make a DC 10. You just need to be lucky.

We were told we had to have ranks in the knowledge skill to attempt the roll - which implies a higher DC. No one had ranks in Profession (Soldier), of course. As mostly martial classes, we're really light on skill points to begin with. And no, intelligence was not anyone's dump stat, either. My INT 12 Paladin has max ranks in Diplomacy, Perception, and Knowledge (Religion).

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

Miloslav wrote:
KingOfAnything wrote:
Miloslav wrote:
I should also mention that we played low tier. My paladin, the brawler, and fighter in our party should all make excellent soldiers, in theory. The "tests" did not bear this out whatsoever. The only character in our party who had a chance at making the knowledge checks was our bard, who consistently rolled in the single digits.
Everyone can make a DC 10. You just need to be lucky.
We were told we had to have ranks in the knowledge skill to attempt the roll - which implies a higher DC. No one had ranks in Profession (Soldier), of course. As mostly martial classes, we're really light on skill points to begin with. And no, intelligence was not anyone's dump stat, either. My INT 12 Paladin has max ranks in Diplomacy, Perception, and Knowledge (Religion).

To attempt the first one, yes. But, once you get the first question wrong, she gives you an insultingly easy question that you should be able to attempt.

Grand Lodge 4/5 ***

Steven Schopmeyer wrote:
The caravan escort. Did you get fooled by the false description?

We defeated the elemental beings that attacked, noticed the glyphs on them, and settled the giant snake thing down without having to fight it.

I'm not sure what you're referring to as the false description, so my guess is that we were fooled by it.

Grand Lodge 4/5

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Did you throw out the general or the real cheat?

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

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I don't have military experience myself, but I would think that a captain telling rookies to arrest a general is going beyond hazing. I mean, if they actually went through with it and ruined the general's evening, it wouldn't be only the rookies getting punished. It's also rather a stretch of "testing because we always have to be on guard against efreet intrigue".

That false description is the clearest clue it's not just hazing. The slicked up beam, the trapped wall - those are easily explained away. The poison during the mock combat is borderline. But embarrassing a general is just beyond.

Grand Lodge 4/5 ***

We caught the real cheat. The note telling us to arrest the person who looked like the general was an obvious clue that we were being set up for something.

At the end of the scenario, we lacked enough concrete evidence to convince the General that the Captain was setting us up to fail. We were told that we were missing key clues that could have been found at the top of the climbing wall and in the Captain's office. It was impossible for any of the characters in our party to make a DC 20 climb check with our armor on.

The only link we had to Aspis involvement was the banner on the market. A very weak link, at best.

Sovereign Court 3/5

After seeing the Aspis banner and hitting the Captain with Detect Evil I was pretty damn suspicious so I made sure to rummage through her office at every opportunity.

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

I guess how you react to the Aspis banner matters a lot. One person's genre savvy is another's metagaming.

"Hey, there's Aspis in the city. This captain's giving us a hard time. Wonder if they paid her off to keep the Society from getting a toehold?"

Some people would say that's metagaming. Others would say it's perfectly fair to react to a "Chekhov's Gun" put on display like that, and that genre savvy dictates that you should. The clue wasn't put in the scenario to be studiously ignored.

It's a pretty common trope in scenarios. The Aspis consortium is casually mentioned somewhere early in the scenario, and later on you run into Aspis. Scenarios are only intended for four hours, the chance that any noteworthy detail is a meaningful clue is much bigger than that it's a red herring.

So in this scenario, since you saw "Aspis", you would be looking to see if you can actually find anyone showing signs of allegiance or anything that might be an Aspis plot. Any "unfortunate coincidences" are automatically suspect.

2/5

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Just ran the scenario this evening.

The party (1 1st level, a 2nd level and a 3rd level plus Lem as a 1st level pregen). They were missing some skills but all had high diplomacy. Lem saved them several times as their skill monkey.
They missed all the early hints about the Aspis consortium so had no idea why Capt. Othis was setting them up but were sure they were being given special treatment.
They succeeded on almost all of their tests. The Paladin (3rd level) confronted the general in the casino but quickly realized it was a mistake and successfully backtracked (and rolled a very high diplomacy check) so they weren't penalized by that. They also quickly caught and evicted the real cheat then used the reward money to buy a bottle of the best drink in the house and have it delivered to the general.

Even though it never occurred to them to break into the captain's office, they still got 4 successes at the inquiry and completed their victory conditions.

But most of all they had a blast doing it. They really developed a hatred for the captain and were bound and determined she wasn't going to defeat them. One of the players is GMing the scenario next week and is now super exited to run it.

So Success

Morag

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

Congratulations, Morag!

1/5

just ran this for players on high tier.
They super struggled to give evidence.
They really struggled in the casino, like they just were told to watch out for some person, but not really told what to do about them.
They noticed the disguise, totally failed the sense motive to believe the fire story. But then wanted to have them take off the disguise just because they "knew the disguised person was the target because who else would be mentioned to be wearing a disguise" and I wasn't sure how to have her react.
They had no reason to try and talk to inysha when they caught her cheating so instantly went into combat was their course of action.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

I'm also a little confused about the Quartz path map and what's chasm, what's stalactite. I think I've got an answer though. There's one bridge. The black on the left and right of the maps are where you can fall down. The black in the middle is the stalactite. This lets the elementals back into it but still have somewhere to push people. What are other people's thoughts?

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Generally, it hasn't mattered. No one moves from their starting positions and the elementals are down in a round.


Hey gang, I have a question. Page 6 of the scenario/module. There is an image of a large castle or structure, with blue/red/grey buildings in the background. The whole thing appears to be set on a chunk of floating land.

What is that? I can't find mention of red buildings or blue buildings. I don't recall a floating landmass. Are these part of the module and (I suspect) really obvious? Like, maybe in text right next to the photo it says "THIS IS CALLED _____ AND IS MENTIONED ON PAGE 8" or something?

I'm assuming I'm totally missing some obvious text that ties the image to the module.

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

I assumed they're examples of some of the nicer embassies?


Thanks Lau. New question, for anyone. Section C, Quartz Path. Earth elemental ambush. Does this:

Quote:
After 4 hours of stop-and-go travel through a forest of stalactites and stalagmites, the caravan reaches a narrow bridge made of magically-shaped quartz spanning the vast geode walls surrounding the Opaline Vault.

...count as earth for the earth mastery ability? Relevant text:

Quote:
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground.

What is "ground" in this environment? With the elemental on the plane of earth, I assume this is its natural environment yet I can't be sure.

Perhaps more importantly than rules or versimilitude -- what does the author want? Just from a game balance standpoint, did the author expect that +1 or dislike that +1? I'd prefer to do what the author intended, if that's a thing I can find out.

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

The bridge is certainly part of "the ground". It doesn't need to be natural for that.

I'd also consider it good enough for Earth Glide. Just about every creature with that ability has slightly different conditions, but for earth elementals it's "stone, dirt, or almost any other sort of earth except metal", so crystal seems good enough for me. And earth elementals don't require it to be unworked so magically shaped is fine.


How are you guys dealing with Reyshal ik Jalman being a noble shaitan? In other words, he's an 11' tall plane-shifting, earth-moving genie who can grant wishes and has 18 hit dice. He can essentially solve any blockade the PCs experience. If they ask for boons or wishes, or if they turn to him for help, how do you reign that in, if you do?

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

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The new master of spells has helped him and proven herself. The society as a whole, not so much. (I recall something along those lines being in his introduction?).
If the players pester him, he could react along the lines of, 'the society needs to prove itself to him, not the other way round. How can he trust the society if they cant solve this simple matter?'

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

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As I see it, the PCs will have a hard time actually reaching him. They have no idea where to find him in a city they also have never been to; and besides, why would they be allowed off-base?

And even if they did get to him, he probably wouldn't want to jeopardize his attempts to regain his own position in society by ignoring the military chain of command. He might convey a message to the captain's superior that something is amiss, which will accomplish exactly what happens in the scenario anyway (the general coming to inspect).

So if the players do get to him, let them think it was their cleverness that got the captain reviewed, instead of a scripted event.

---

With that said, I do sympathize with players who go looking for help. That the captain isn't entirely okay is clear quite quickly, and the scenario kind of expects the PCs to be really passive about it. Both when I played it and when I ran it, the natural response of players was to try to find someone to report to that the captain was cheating.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Reyshal doesn't work for free, and it is unlikely that he personally owes any of the PCs any favors.


Lau Bannenberg wrote:
As I see it, the PCs will have a hard time actually reaching him. They have no idea where to find him in a city they also have never been to; and besides, why would they be allowed off-base?

I can see getting off base to be a difficulty at first, but then they're set free into the city for guard duty at the casino. And the module Q&A session has this:

Quote:
How do we get back to the Material Plane? Reyshal has agreed to transport you back to Absalom

So the module expects them to be able to contact him for transport. Later in the module, it says the PCs can return to Reyshal's estate. So the module expects them to be able to do that.

I'm not sure if keeping the PCs away from their guide is the best way to limit their interactions... especially because my real worry is at a different place in the module: the start. He is providing transportation. He's a big ol' genie, standing right in front of them, and after transportation, he is walking with them for hours. The players will knowledge check that dude. And if they find out he can do wishes, they're going to ask for them, right away. No need to find him; they'll be looking right at him. They'll ask for something humble, such as "good luck in our coming endeavors" -- and expect a Wish to *easily* grant a small bonus for the duration of the training.

Also, the module itself and the Bestiary listing paint shaitans as boastful & proud. The idea of giving 1 of his 3 daily wishes to a PC is not surprising. He *cannot* give the wishes to his own kind. Most days he likely has to leave them uncast, for lack of viable targets. And now he can impress/help Society members that he owes, albeit indirectly? Hmm.

The only solutions I can think of are either:


  • Never ever reveal, hint at, mention, or otherwise let on that he has wishes.
  • Just break the 4th wall (so to speak) and flatly tell the players: "Module author or Society leadership says no."

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Or just tell them that the agreement he made with the Society did not involve granting their team wishes, and if they wish to have his assistance they will have to negotiate for that aid.

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

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aboyd wrote:

The only solutions I can think of are either:


  • Never ever reveal, hint at, mention, or otherwise let on that he has wishes.
  • Just break the 4th wall (so to speak) and flatly tell the players: "Module author or Society leadership says no."

Have you played the scenario where he is introduced? Reyshal is always going to look for an advantage.

He'll gladly make inquiries (what he and the players find may earn him respect), but in the meantime, he'll tell PCs to suck it up, gather evidence, and don't embarrass the Society.

If players press for wishes, he'll go into negotiation mode. The least he will offer a wish for is 50 years of service from each PC and he'll press for 100 or so. That will effectively kill a character and should be enough to dissuade pushy characters.

Overall, emphasize he's willing to help in small ways, but a wish has a steep price. Keep the scenario on track. I might give PCs +2 circumstance on their first check with the general to represent his influence/questions he's been asking.


I have not played, nor read, the scenario where he is introduced. Thanks for the insight!

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