anest1s
First Post
Hmm...you are the DM.
A cleric turned evil.
The other cleric follows the evil cleric.
The paladin lets be honest, should kill them both.
Now, you can tell them to stop it, or split them, or let them kill each other. You can also stop playing with them. But why?
If they want the in-game drama, why would you stop them? Let them turn evil. You are the DM, you can have a God bind their souls together and curse them to live forever together/killing each other every day if they want, only to rise from the dead at sunset.
However, if they want the drama, why shouldn't you support it? A Cleric turned evil. Even if his God is ok with this, there can always be a Devil around. He sees that the Cleric wants power, he can see that he wants to rule. The Devil will try to earn the Clerics soul. The Devil will try to make the paladin fall. He will ask him where his God is when the Cleric backstabbed him. He will offer power. He may not ask anything in return. Nothing, until power will lead the Paladin to fall.
Have a demon in a non demonic form, to ask the Paladin to give up his detect good ability for a strong power. Then give the Cleric an equal power, and promise him authority. You want to turn the Cleric Lawful and the Paladin Evil. Give the Cleric an admirer. Give the Paladin clues that the admirer is the one who made the Cleric evil. See the Paladin fall, as he kills an innocent without proof.
I mean common, I though this in like 5 mins, you can make up something better.
If you want them to keep together, still, its ok for them to be enemies. You just have to force them together. And I am not telling you to tell them off game or in game through NPCs ''You two stay together or else''.
They are in a ship, if I got that right. They can't leave, so this buys you some time. You can use that time to threaten the PCs. For example, have a terrible monster sneak in the dark room of the Cleric while he sleeps. The Cleric wakes up, feeling a chill all over his body, and listening to something moving in his room. If he tries to speak, he realizes he is paralyzed. No one else hears the creatures silent moves, or the Clerics silent prayers. The Paladin sees a vision in his sleep. It may be symbolic, it may be the reality, the point is, he wakes up. He sees a terrifying creature over the Cleric. He can either attack the creature, entering an unlikely battle to save the Cleric. Or he can leave the Cleric die. He somehow knows that everyone else in the ship is in deep sleep, and only he was able for some reason to be up.
The Creature will just want to take part of the Clerics soul, but he won't harm him to death. Should the Paladin not react, he will lose his Paladin status, and the Cleric will lose half his soul. The quest to get back the soul and the Paladinhood, will be the same. Should the Paladin save the Cleric, the Cleric will see the Paladin more friendly. Win-win.
A cleric turned evil.
The other cleric follows the evil cleric.
The paladin lets be honest, should kill them both.
Now, you can tell them to stop it, or split them, or let them kill each other. You can also stop playing with them. But why?
If they want the in-game drama, why would you stop them? Let them turn evil. You are the DM, you can have a God bind their souls together and curse them to live forever together/killing each other every day if they want, only to rise from the dead at sunset.

However, if they want the drama, why shouldn't you support it? A Cleric turned evil. Even if his God is ok with this, there can always be a Devil around. He sees that the Cleric wants power, he can see that he wants to rule. The Devil will try to earn the Clerics soul. The Devil will try to make the paladin fall. He will ask him where his God is when the Cleric backstabbed him. He will offer power. He may not ask anything in return. Nothing, until power will lead the Paladin to fall.
Have a demon in a non demonic form, to ask the Paladin to give up his detect good ability for a strong power. Then give the Cleric an equal power, and promise him authority. You want to turn the Cleric Lawful and the Paladin Evil. Give the Cleric an admirer. Give the Paladin clues that the admirer is the one who made the Cleric evil. See the Paladin fall, as he kills an innocent without proof.
I mean common, I though this in like 5 mins, you can make up something better.

If you want them to keep together, still, its ok for them to be enemies. You just have to force them together. And I am not telling you to tell them off game or in game through NPCs ''You two stay together or else''.
They are in a ship, if I got that right. They can't leave, so this buys you some time. You can use that time to threaten the PCs. For example, have a terrible monster sneak in the dark room of the Cleric while he sleeps. The Cleric wakes up, feeling a chill all over his body, and listening to something moving in his room. If he tries to speak, he realizes he is paralyzed. No one else hears the creatures silent moves, or the Clerics silent prayers. The Paladin sees a vision in his sleep. It may be symbolic, it may be the reality, the point is, he wakes up. He sees a terrifying creature over the Cleric. He can either attack the creature, entering an unlikely battle to save the Cleric. Or he can leave the Cleric die. He somehow knows that everyone else in the ship is in deep sleep, and only he was able for some reason to be up.
The Creature will just want to take part of the Clerics soul, but he won't harm him to death. Should the Paladin not react, he will lose his Paladin status, and the Cleric will lose half his soul. The quest to get back the soul and the Paladinhood, will be the same. Should the Paladin save the Cleric, the Cleric will see the Paladin more friendly. Win-win.