Seeking input: Creating some tough moral choices.

I second the last post. Angels are good, but they are also GOOD to the point of being alien and inscrutable. Add a double twist instead of single; I will let her go? Make it clear that the enemy has a very clear honor streak, and will respect noble actions on the party's side. The choice comes down to let someone important to the PC's faction go to her death in a duel, or continue leading. But instead of the enemy respecting it, he feels mocked and sacks an important city- he just so happens to have also put down a cabal of devil-worshippers who took the initiative and were starting a coup while all the nobles were on the front lines.

Alternately, if you use a more common conception of good folks becoming angels, each promise is something that specific angel needs done in order to let go of their mortal life and get down to brass tacks. This is like a lifetime drama where someone dies, becomes an angel, can't meddle directly and so conscripts some heroes. I don't have concrete examples here, though. It was my first thought, but isn't half as good as what's already up.
 

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Have I mentioned lately that I love the people on this board? I had some ideas, but the previous posters topped me on all counts. :)

One question for consideration is how much the PCs know (or can learn) about this Angel...if it's going to be a tough choice, they may question the motives of whoever sent them back. (As others have commented, a deal with a devil is many people's first thought.) On the other hand, the more they trust the angel, and the more bound they are to their promise, the more you can make the correct choice look like a really bad idea.

As others have suggested, maybe a magic item that heals plague symptoms must be given up...and later they realize it was necessary so they could stop the source of the plague. Maybe they have to let a hated enemy go...because otherwise the power vacuum would be filled by something worse. And, of course, personal touches can add quite a bit. They want the item to cure their sister, or maybe their sister was just brutally murdered by the foul villain they are now pledged to let go.

Depending on how dark/gritty/angsty you want to be, you can lead the heroes to make great sacrifices for the greater good. If you want to be a bit kinder to the characters/players, that poor sister may live through the plague or recover from a seemingly deadly fate. You can still have drama if everything turns out well in the end - it's the part when they don't know, and have to have faith that their actions are right, that make those choices interesting.
 


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