Paladin stumble, trip or fall from grace..Need your advice


Advice


spoiler alert- this is from Shackled City module:

OK, so a party of chaotic good players + paladin are hired by an old sickened man to find his son and bring him back to the father. The father became estranged from all three of his sons. When his wife died, she placed a curse on the old man until he found his sons and repaired his relationships with his sons. The old man told the group he has found 2 of his 3 sons and offered the group treasure in exchange of finding his last son and returning him to his father.

The party fight their way through an underground Kuo-Toan lair and find the son, who has taken on a God-like position to the Kuo-Toans, subdue him and bring him back to the city to return him to the father.

As the group arrive back into the city the magic user has decided that the son is of some mystical value and does not want to return the son to the father until he can determine exactly what the son's role is in the evil plot the magic user has imagined.

When the father arrives to collect his son the Paladin refuses to turn over the son because the magic user in his group has expressed reservations on releasing the son (the son is struck with insanity at this point and cannot be spoken to - he is just a zombie like person once they subdued him and sprung him from the kuo-Toans).

When the father asked the Paladin to give his son in return for the agreed upon treasure (which the father offered to the Paladin) the Paladin refused. Paladin tried to be elusive but the father called him out and said-
"You are being dishonorable - we had a deal. I offered you treasure on the return of my son. Here is the treasure but you will not release my son. That is kidnapping! Please give my son to me!"

Regardless of the pleading the Paladin refused to turn over the son even though he did NOT detect any evil OR that the father was lying to him. He upheld the magic users reluctance based upon only what the magic user in his party said.

My question - How much of an infraction of the Paladin code was his refusal to return a son to his father when all aspects of the deal were being fulfilled?

I am inclined to make the Paladin play without his Paladin powers until he atones for his actions. In my story the next big event is rescuing a lost Paladin so I thought it was perfect that he would have to do this part of the adventure as a plain-jane fighter until he rescued the Paladin.

Is that too harsh? What is the appropriate punishment for not fulfilling your word and acting dishonorably?

thanks for taking the time to read and respond.


General guidance seems to be that a paladin MUST fall. To me though, there should be some warning. There wasn't enough here for a fall. Perhaps if the Paladin meditates he gets some kind of warning from his god or some of his power seems weaker than normal. You could even slip him a note that gives him a -1 to his saves or his Grace doesn't work and this is just a warning. Once you save that Paladin, all is back to normal (providing he doesn't go further down the slippery slope)


Too harsh?? Maybe... just a bit.

Keep in mind that among the things the Paladin's player has to balance, is the other players at the table. The absolute pain-in-the-a$$ Lawful Stupid stick-in-the-mud must not deviate from the letter of the agreement AM PALADIN might agree to turn the son over immediately and the magic user can go suck an egg.

But, a more reasonable player would probably say that nobody is in any danger, and the son will be returned eventually with everyone in good health. As long as nobody is harmed by holding the son for a short period, why shouldn't he follow the advice of a more knowledgeable companion?


Argiope wrote:
** spoiler omitted **

Going by the strict letter of the agreement the paladin is wrong, but if the son is the key to some greater evil then the paladin might also be in trouble for not being more proactive in stopping evil. You the GM knows the truth, but the player does not. I would not punish the paladin with taking his powers. I would however have the father walk away, and report the kidnapping to the city guards.

Basically the paladin is in between a rock and a hard place. What I would also do was ask the caster how he intends to determine if the son is a threat. He has no legal right to hold the son so as I stated bringing in official authority is not beyond reason.


The answer is fall always fall. I can't believe you let him take two steps! The paladin class has fall as a class feature and its meant to be used when and if ever possible without hesitation.

Kidding aside, I don't see why he should fall. Where was that part? Was it when he decided not to hand the son over on the off chance he's stopping a greater evil? What kind of example is that setting?

Argiope wrote:
Is that too harsh?

Yes. Its pretty ridiculous to do so over this if I understand correctly. The paladin didn't act dishonorably. This wasn't some "I'm taking your gold and your son!" or "I'm killing you on the off chance you might be bad", it was "I can't take your items or return your son right now".


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I hold paladins to a VERY high standard in my group (and any good for that matter). In this case though I think there a wide variety of reasons that would justify this action on the part of the paladin.

A mental exercise I do is to look at possible extremes and see where the situation lies. In this case:

Scenario A: The child has been doing charity work for the last year and is eager to speak with his father.

Scenario B: The child has become a baby eating murderer and has slain thousands of innocents. When subdued he swears to burn down all nearby orphanages at his earliest convenience.

Scenario A, detaining the child is probably not OK. Scenario B though? Clearly this information coming to light outweighs the initial promise- I can't envision a paladin letting such a monster free even if he "promised". If you hire some commoners to build a bridge and they come across an ancient wyrm guarding the way to the site, you don't call them liars for backing off from the arrangement. The same applies here- unexpected findings can greatly influence otherwise simple matters.

This scenario here lies between the extremes as expected- were I the paladin I would play it like this:

"Sir, I promised to return your son as soon as I can. I stand by that. But until we know everything he knows then thousands of others may be in peril. I swear I will not hold your son one second longer than necessary to ensure I can keep everyone- including the two of you- safe."

Intent goes a long way in interpreting actions and how they fit with the Paladin code. Give it a read and consider how it relates to this situation.

I do not think this qualifies as an evil act based on the information provided.

Respect Authority- Not relevant based on info. provided

Act with honor- RELEVANT, honorable thing to do is to ensure you prevent greater evil (and to be forthright with the father on why you are doing what you are doing if at all possible). Breaking a promise comes into play here too. I think responsibility to honor commitments is tempered with reason based on discoveries made. The paladin inherently breaks this part of the code (and follows it) a little bit regardless of what decision he makes.

Help those in need- Provided they do not use the help for evil/chaotic ends... returning a son who may be able to help prevent evil/chaos falls under this I think.

Punish those that threaten innocent- Having to explain what you were doing seems like a pretty light punishment.

Based on all this I don't think there is a strong reason to remove powers. Really though the easiest thing to do is ask the player to explain their character's thought process and how it relates to the paladin code. "I must prevent the greater evil, even if I must delay my promise a few hours" is a stronger argument than "the wizard told me to."


Sehnder wrote:
Really though the easiest thing to do is ask the player to explain their character's thought process and how it relates to the paladin code.

If your playing at home you could always do a really crazy thing and put the code in the players hands. Let them make their own code for their own character and explain it when it comes up. Much easier than interpreting a 3rd party or mind reading a second.


Was the Paladin payed in advance?

If he wasn't, or he was and offered to return it, I'd say no fall as long as the group does do research on what is with the son.

Spellcaster is perfectly within reason to want to research what is going on before handing him over, and the paladin is VERY within reason to trust the advice of a spellcaster on a magical matter.


Thank you all for the very sage and thoughtful advice. You all have convinced me that the Paladin stumbled at most and should not lose his powers for the digression. He will be visited by his ancient elders (he is a Paladin not associated with a specific deity but instead is dedicated to the code of his clan's original patriarch) and maybe they will ask for atonement in some form.

I appreciate Sehnder's approach of applying it directly to the Paladin's code which puts it in the Paladin's perspective and not the GM's. That helped a lot.

Wraithstrike's reminder that GMs know the truth and the players' actions are based on incomplete knowledge is always something that I need to keep in mind as well.


Yeah - definitely not a fall. A fall should only occur for a serious transgression of the code, not a gotcha moment.

Also, not suggesting you were doing this, but I have seen some GMs do this, do not use the paladin code as a conductor's hat. Having situations that may require the paladin to make a tough decision code-wise once in a while is fine, but when over used it becomes very stale.

I liken this to a character that creates a family, siblings, friends, etc in their character history, and then the GM constantly throws those characters in danger. Creating a rich back story should not become a great burden on the character.


Yeah, I hold paladins to a high standard as well, and I certainly wouldn't cause the paladin to fall here.

He agreed to return the man's son in exchange for payment. He has not returned the son, but he also hasn't taken the payment. He has not broken his promise as of yet. (Grey area, maybe, but true.)

As others have said, he has a responsibility to uphold the greater good. If his trusted companion who is proven knowledgeable in such things is telling him he needs to do some research to be sure the son is not a threat, then there is nothing wrong in him taking his companion's lead on this. Of course, he should also explain to the father why he can't turn the son over, and in-fact should emphasize that the party is looking out for both the father and the son's safety.

That being said, the paladin certainly shouldn't try to detain the son indefinitely and if the wizard can't find any proof that the son is dangerous in short order, he should insist they return the son to his father.

Shadow Lodge

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This should be helpful: Should the Paladin Fall?


The Paladin shouldn't fall or stumble or even receive a warning. So far he didn't do anything wrong. He didn't even break his agreement with the father, he just is unable to fulfill it at this time. Even if he was dishonoring an agreement, that would be fine. Paladin's can break their word to stop a greater evil. I always consider the Good part of th LG alignment for paladins be of greater importance.
The only thing the paladin that was even slightly wrong was being "elusive" He should have told the father straight up their concerns. "Keep your money for now, Our task is not over. Your son is under my care and once we know all is well I will bring him to you. Sorry for the necessary delay"

Digital Products Assistant

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Threw a spoiler tag on.

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