Evil to Twisted in a good party?

ManicMidget

First Post
I play a Ninja/Beguiler/Thrall Herd/Dragon Disciple in an Eberron campaign. She is NE in a generally LG party. We have just reached 14th level and she had a near death experience recently. Well, it wasn't near death as she was resurrected by our parties cleric. So far she has kept her alignment hidden by clever spell casting and a little bit of good acting. However, she's come back a little darker and a lot more twisted after facing death head on. It was always one of her biggest fears to die alone. She was born with a dragonmark and was aware from an early age that a lot of people would prefer her dead. The fact that even complete death didn't finish her off has made her more confident, she feels like she is immortal and that nothing is beyond her.

Here is the dilemma, her closest friend (if you could call it that) is a Warforged Cleric who is LG and brought her back to life. She feels an odd sense of loyalty to the Warforged and the rest of her group but is also drawn to the power and darkness of her new found self. Is there a balance to this situation or does it have to be an all or nothing decision? How would you play it out?
 

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After her near-death experience and new view on life, she could change to Lawful Evil.
Loyalty to those she thinks deserve it, like her warforged companion, and obeying her own (newly made) sense of Law and her role in the world.
 

Why did you make the descision to come back a little darker and a lot more twisted after facing death head on?

Since you choose to do that then it would appear you want to have a layer of conflict with the party. I'd suggest starting to be more openly evil and letting the disguise slide. That way the rest of the players can react to the development and everybody can grow their characters. Just be aware that the way they grow their characters might be by killing / imprisoning / banishing you.

Alternatively since your character is scared of dieing alone and yet when you died it turned out you weren't alone since your 'friend' saved you, you could start playing out a redemption path.


A lot of it depends on what you want to acheive with the character, what the rest of the group is like and how comfortable the DM is with the situation.
 

BeauNiddle said:
Why did you make the descision to come back a little darker and a lot more twisted after facing death head on?

... Just be aware that the way they grow their characters might be by killing / imprisoning / banishing you.

Alternatively since your character is scared of dieing alone and yet when you died it turned out you weren't alone since your 'friend' saved you, you could start playing out a redemption path.

QFT. This is a massive problem waiting to happen.

Besides a redemption path is much more fun to play. Being dragged unwillingly towards the light is a hoot, especially since it gives your party a chance to role play WITH YOU, not against you. Admit to them what the afterlife was like and that you want to change and go from there.
 

Indeed.

In fact, I would suggest moving step by step toward an alignment closer to the party's standard (LG). Hell, even if it's just one step (i.e., Neutral) that would be preferable, IMO.

It depends though, on whether ongoing intra-party conflict of the potentially fatal kind is considered fun by all. If so, go for it! Stay evil, become more evil, whatever.

Personally, I can't foresee it going well if you choose that path, but admittedly I don't know enough details of the group (of players and DM) to be sure.

Whatever works, of course.
 

roguerouge said:
QFT. This is a massive problem waiting to happen.

Besides a redemption path is much more fun to play. Being dragged unwillingly towards the light is a hoot, especially since it gives your party a chance to role play WITH YOU, not against you. Admit to them what the afterlife was like and that you want to change and go from there.
I was about to ask the OP what her impression of the afterlife was like.

Generally, Evil people find it somewhat less than pleasant... but YMMV*.

Cheers, -- N

*) Your Multiverse May Vary
 

Nifft said:
I was about to ask the OP what her impression of the afterlife was like.

Generally, Evil people find it somewhat less than pleasant... but YMMV*.

Cheers, -- N

*) Your Multiverse May Vary

Sadly, in Eberron, everone has the same afterlife.

And no one likes it. Dolurrh is a dull grey misty plain on which your memories and ambition slowly fade away, while your spirit becomes fainter and fainter. It's a lovely place this time of year.

--G
 

Is there a balance to this situation or does it have to be an all or nothing decision? How would you play it out?
There is balance to the situation and it doesn't have to be an all-or-nothing decision, unless you want it to be. An evil character can still have loyalty and feel human emotions (even if they resent it a little).

One of my favorite characters (stretching back into 2e) was a CE priest who traveled with a largely good party. To say that the characters' alignments will automatically invite intra-party strife or make it inevitable the party members kill one another seems to belie the notion that it's a role-playing game. It may be a source of conflict (as it should be, as it was with my character), but that doesn't mean the PC's have to destroy one another.
 

Goobermunch said:
Sadly, in Eberron, everone has the same afterlife.

And no one likes it. Dolurrh is a dull grey misty plain on which your memories and ambition slowly fade away, while your spirit becomes fainter and fainter. It's a lovely place this time of year.

--G

Except for adherents of the Silver Flame... but that doesn't apply in this case
 


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