LG cleric in Skullport

yennico

First Post
My GM runs a campaign in FR. The PCs are visiting Waterdeep.
In Waterdeep some thieves stole a magic item from one PC and we get the job to rescue two NPCs friends of a PC. We know by magic an investigation that the stolen item and the kidnapped NPCs are in Skullport. We want to travel to Skullport, but there is a problem. Nearly all PCs are of good alignment (most CG or NG) but the cleric of the group is LG. One Paladin is also member of the group.

I do not know much about Skullport, but Skullport´s major trade goods are slaves and other illicit goods. The cleric and paladin dislike slave trade. They may attack slavers on sight and they live strict to the law, so other incidents are possible in Skullport.

Do, you have any suggestions or ideas how the group can keep the LG PCs from rampaging and going mad in Skullport. The group needs the cleric, so leaving the cleric in Waterdepp is no option.

We are a midlevel (7-9) party and the saves of the Cleric and Paladin are very good, so magic is not a good choice.

Just my 2 cents
yennico
 
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The rest of the party could try to convince them ahead of time that they need to focus on the mission. In exchange, after the people and magic item are retrieved, let them take out some slavers. It could actually turn into a pretty cool adventure.
 

"Going mad" and "attacking on sight" sounds Chaotic Neutral to me.

Keep in mind that although LG characters may seek to impose their beliefs on others, they also live by their own ideals.

In other words, they act lawfully. Not going mad or attacking on sight or burning down buildings.

Play them LG and you should be fine. Have them take careful notes on everything they see so they can annihilate Skullport at some other, more propitious time.
 

Hello Tom,
Tom Cashel said:
"Going mad" and "attacking on sight" sounds Chaotic Neutral to me.

Keep in mind that although LG characters may seek to impose their beliefs on others, they also live by their own ideals.

In other words, they act lawfully. Not going mad or attacking on sight or burning down buildings.

Play them LG and you should be fine. Have them take careful notes on everything they see so they can annihilate Skullport at some other, more propitious time.

"going mad" and "attacking on sight" was my bad choice of words.
During their visit in Skullport, I think they will take actions against the slavers, etc.
Certainly the dark atmosphere of Skullport will effect them. (like a paladin in the abyss.. :))

I´m not playing these PCs.

Just my 2 cents
yennico
 

The best way to keep them from going all 'vengeance crazy' in Skullport is to point out the local businessmen. Since most of the drug, slave and 'other' trade in Skullport is run by Beholders, Illithids and Drow I would guess two little LG PCs might not fare too well in the end if they don't watch themselves.
 

Appeal to Reason?

Somewhat GM-type knowledge: Skullport is seen as a necessary evil by the more important people of Waterdeep. The basic belief is that it is better for the criminal element to be opporating in Skullport and not in Waterdeep.

Common player knowledge & rumors: Another good way to get them to behave is to invoke the stories of the Skulls (the perceived rulers of Skullport). Powerful & scary, floating skulls that show up when someone disturbs the peace significantly or does something else that the Skulls don't like. EVERYONE in skullport fears the Skulls, cause they can't be destroyed. It is also promoted in Skullport that the Skulls support the slave trade. Bards are good for getting this info into a party.

The big thing about Skullport is that it is a safe-haven. You disturb the peace, you're going to get smacked down.

Senodam made a good point. Mentioning just what the local businessmen are goes a long way to getting people to think openly attacking is a bad idea.
 

You disturb the peace, you're going to get smacked down.

Also, being LG doesn't mean that you are honor-bound to attack everyone CE on sight.

You have a lot of responsibilities as an LG character; one of them is probably to avoid messy, fireball-flinging fights in a combustible wooden shantytown. Another is to try to avoid ending up in jail for aggravating the local authorities and breaking local laws.

One thing to think about: if there is any authority structure in Skullport it is probably very swift about dealing with "trouble". Think of Little Bill in Unforgiven. His whole goal is to prevent any trouble in a town where law is a bit of a nebulous concept. The law is what Little Bill says it is; and the first part of that law is "don't cause trouble in my town." Your party may trump this by being the Clint Eastwoods of such a world, or they may end up like Richard Harris' character. ;-) But as Ao points out, even if the town is lawless, it doesn't mean that there isn't a large group of people who have a vested interest in the current order. Cause trouble and someone is going to come looking for you.
 

My group almost had to face this dilema also (I say almost because there was a TPK before they got there). I can see a LG cleric being able to turn a blind eye to some of the stuff going on and focus on the mission, but I think a Paladin would have a problem seeing slaves and drugs and other illicit behavior and not doing anything about it.
The solution might be something along the lines of reminding them that these activities are within the law down there. Maybe the Paladin will just have to be on standby in case the party gets in trouble...
 

I don't see why people always equate being Lawful Good as having this absolute need to react to any kind of evil immediately, with almost no sense of descretion or self preservation. I mean, we don't expect someone who's playing an evil character to rape and pillage at ever opportunity do we?

- Sonny
 

I am not saying react to evil immediately like a raving lunatic... but a Paladin in a city full of illegal drug and poison trade, and an entire island complex dedicated to slave trade and not doing anything is pushing it in my opinion.
 

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