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
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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