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Fallen Paladin of torm redemption help
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<blockquote data-quote="Fimbria" data-source="post: 6832489" data-attributes="member: 6805148"><p>(XP for taking the high road: cool story material goes on the table, but bad player behavior is handled outside. Despite all of the advice to the contrary, most successfully resolved conflicts start with direct assertive communication.)</p><p></p><p>As Cap'n Kobold says, it depends on who determines the sin and how long you want to spend addressing a dirty trick. You could brush it off before the next session, or you could make this the subject of a major storyline, or anything in between.</p><p></p><p>Here's one possible segue.</p><p></p><p>The paladin's rash action has dishonored the church in the eyes of Lord Nightfall. The high priests of Torm demand that the paladin restore their good name. Lord Nightfall agrees that he will forgive the church of Torm if the party clears up some problem which threatens his domain. (From there, nearly any one-shot adventure flows naturally.)</p><p></p><p>Alternatively, Torm shows up in a dream. He says that the trickery has brought corruption into the city, which is against his portfolio. Plus, it was a dirty trick unbefitting the name of a god of righteousness. He wants the party to correct it. When the party goes back to Lord Nightfall, they find that he already has the money. It turns out that Lord Nightfall has been having a rough year, and he was actually desperate for cash. To get the money quickly, he made a deal with some unsavory people. Was it the assassin's guild? The cultists down the road? Did he sell his soul to hell? Whoever his creditors are, they won't let him out of the deal easily. The paladin will have to negotiate with them to break that contract.</p></blockquote><p></p>
[QUOTE="Fimbria, post: 6832489, member: 6805148"] (XP for taking the high road: cool story material goes on the table, but bad player behavior is handled outside. Despite all of the advice to the contrary, most successfully resolved conflicts start with direct assertive communication.) As Cap'n Kobold says, it depends on who determines the sin and how long you want to spend addressing a dirty trick. You could brush it off before the next session, or you could make this the subject of a major storyline, or anything in between. Here's one possible segue. The paladin's rash action has dishonored the church in the eyes of Lord Nightfall. The high priests of Torm demand that the paladin restore their good name. Lord Nightfall agrees that he will forgive the church of Torm if the party clears up some problem which threatens his domain. (From there, nearly any one-shot adventure flows naturally.) Alternatively, Torm shows up in a dream. He says that the trickery has brought corruption into the city, which is against his portfolio. Plus, it was a dirty trick unbefitting the name of a god of righteousness. He wants the party to correct it. When the party goes back to Lord Nightfall, they find that he already has the money. It turns out that Lord Nightfall has been having a rough year, and he was actually desperate for cash. To get the money quickly, he made a deal with some unsavory people. Was it the assassin's guild? The cultists down the road? Did he sell his soul to hell? Whoever his creditors are, they won't let him out of the deal easily. The paladin will have to negotiate with them to break that contract. [/QUOTE]
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