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    \$\begingroup\$ On that last point, I’ve actually been in a game which had a similar setup, including killing some guards who were ‘obviously’ (but only to the NPC they had befriended) followers of the god of death. The party got arrested (obviously), but found out the next day that they had actually killed a group of spies from the next nation over who were plotting to assassinate the local lord as a precursor to an attempt to annex the province. It turned out that while the NPC was crazy, he actually did have a talent for finding conspiracies (just not the types he thought he did). \$\endgroup\$ Commented Aug 31, 2021 at 2:05
  • \$\begingroup\$ @AustinHemmelgarn I was thinking something similar (the only reason he has lasted this long is that he can actually finds conspirators, he just has a tendency for false positives). This will actually be a decision for the DM, but I'll send him all these comments. One of the reasons we don't see this as a bad idea is that all the party is "morally gray" (understatement), and if past behaviour is worth anything, no one is going to be tormented by having wrongfully slayed a guard (as guards are consistently framed as corrupt and power-abusing all through the campaign, and have often been enemies) \$\endgroup\$ Commented Sep 2, 2021 at 11:34
  • \$\begingroup\$ +1 to the last point. Character secrets are great. I haven't played proper D&D in a while, so I'm aware that "keeping your character alive" and "playing into character secrets" are at odds, but the best feeling is when a friend says like "Yeah my character is definitely trying to kill yours" and you get to lean into it like "yeah, well my character thinks of yours as a brother and trusts you with my whole heart". That's how you set up the delicious heartbreak when your character finally discovers the betrayal both of you have been building up to. \$\endgroup\$ Commented Sep 2, 2021 at 20:16