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the previous Designated Evil example is a stretch, simplifying


* DesignatedEvil: The hero in the original campaign during a sidequest to take down a group of escaped prisoners. After most of the escapees have been either killed or allowed to get away, the remaining one, who is wanted for mass murder, kidnaps the daughter of the person who gives out the bounties and holds her for a ransom, with an implication that she was raped. When you find him, he attacks, but pleads for his life if he's nearly defeated. When asked why he kidnapped the girl, he initially claims that she came with him by choice. If you decide that he's lying, a high persuasion check can get him to admit that he got her drunk. If after hearing his story, you decide to kill him after all, your alignment is shifted a few point towards evil, even though your only other option is letting an unrepentant murderer walk free. It should be noted that if the player chooses the initial option to kill him during the conversation instead of choosing to hear him out, alignment isn't affected.

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* DesignatedEvil: The hero quest "Bounty Hunt" in the original campaign during a sidequest to take down Chapter 2 plays this several ways with a group of five escaped prisoners. After most prisoners the player has to track down.
** One such escaped prisoner is Wyvern, a ranger who was the son of rangers who lived in the forest. When a group of knights on leave came into the forest and burned it and poached the animals, his parents tried to reason with them; the knights beat his father and strung him up to make him watch while they raped and killed his mother, and then left his father for dead afterward. Wyvern hunted the knights down in a vengeful rage, though taking it too far in that he also killed their families and horses. Despite Wyvern being ALighterShadeOfGrey than the others, which include a child killer and a BlackWidow, the game considers it an Evil act to let him go on promise to vanish into the wilderness and become a recluse.
** The leader
of the escapees have been either killed or allowed to get away, the remaining one, group is Yesgar, a half-orc, who is wanted for mass murder, reveals himself when he kidnaps the daughter of the person who gives out the bounties and holds her for a ransom, with an implication that she was raped. mayor. When you find him, track them down he attacks, but pleads for his life if he's nearly defeated. When asked why he kidnapped the girl, he initially claims that she came with him by choice. If you decide that he's lying, a high persuasion check can get seduced him to admit that run away together, but on a Persuade check he admits he got her drunk. If after hearing drunk before taking her away, and when you speak to her afterward she implies he let his story, full-blood orc minions rape her. If you decide to kill him after all, your alignment is shifted a few point towards evil, even though hearing his story, the game marks this as an Evil act, but your only other option (wich gives no alignment check) is letting to let an unrepentant murderer walk free. It should be noted that if the player chooses the initial option The only way to kill him during the conversation instead of choosing without a reputation change is to hear do it without hearing his story, which means you kill him out, alignment isn't affected.without giving him a chance to explain himself or reason with you.


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* TheyWastedAPerfectlyGoodPlot: The city of Luskan has a rich history in the ''Forgotten Realms'' setting, a high-class WretchedHive that it is ruled by five High Captains who constantly make power plays against each other. Despite all the rich potential for a setting like this, by the time the player gets to Luskan it's caught up in a war between the High Captains, two of which have already been killed off, and most of the city has fled the region or is closed off. The result is that only a few brief sidequests are available for the player to do and only a couple screens of the city to explore, making Luskan basically a pit stop before moving on the Host Tower for the final leg of the chapter. As for the High Captains, not only are three of them dead by the time you arrive, making it a simple one-on-one war, but the developers made sure to make both Kurth and Baram slimy remorseless bastards who have no impact on the story after the chapter ends, so there's no reason to side with one over the other either way for any reason, you may as well flip a coin.
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given how many forums I found talking about them, I'd say they qualify

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* ThatOneSidequest: The henchmen quests. Completing them requires talking to your henchmen about themselves in stages, culminating with them telling you they could use a particular rare item -- that item can be found in the current chapter and given to them for a magic item (in Chapter 1 they give you the item, in Chapters 2 and 3 they upgrade the previous item they gave you). The catch is that getting them to complete their stories cannot be done until you get at a high enough level, the items they need are easily overlooked if you don't know what they are and that a henchman needs them (which is very possible), the quests cannot be continued if you lost the magic item they gave you previously, and if you forgot to do a henchman's quest in the past chapter, you cannot do their quest in subsequent chapters. This can overall result in players being unable to continue a henchman quest because their henchman won't talk to them any more about their personal story, and having no idea why .
** Particular mention to Daelan Red-Tiger's quest in Chapter 2. The item he needs is a notched axe, but it's found on a corpse in an area you can't revisit. The game will have certain plot-critical items, including the items needed for the henchmen quests, retained in the pool in the Temple of Tyr for you to retrieve, but it ''only'' retains items left on the ground; since the axe is found on a corpse, it will not appear in the pool. Coupled with the fact you cannot return to the area where the corpse was, missing the axe means that Daelan's questline is rendered incompleteable without use of console commands.

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Approved by the thread. Posting rewrite.


* MagnificentBastard: At least [[spoiler:Mephistopheles]] in ''Hordes of the Underdark''. It's practically in the definition of an [[spoiler:archdevil]]. [[spoiler: After being imprisoned by a puny drow who got hold of his True Name, he predicts that she will possibly be defeated by the PlayerCharacter, which turns out quite true when this encourages her to bring them to her and enables the devil to slip loose of her control. He then tries to [[TakeOverTheWorld conquer the entire world]] in an [[XanatosSpeedChess improvised]] bid to become the supreme ruler of Hell by making this world its lowest level. And when the player character catches up to him, he opens by [[MoreThanMindControl talking their companions into joining him instead]].]] Of course, the writers' effort to make all this believable is only partially convincing, but it comes across as their fault rather than the character's. Also has a good evil voice and EvilLaugh.

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* MagnificentBastard: At least [[spoiler:Mephistopheles]] in ''Hordes Mepistopheles is the Archduke of the Underdark''. It's practically Eighth Hell Cania who has been roped into the service of an ambitious drow sorceress, the Valsharess. Wishing to free himself, Mephistopheles subtly draws the PlayerCharacter into conflict with the Valsharess, as they own a relic of his that binds them to Mephistopheles. When the Valsharess tries to order the Devil to strike the player down, Mephistopheles is able to break their covenant and turn on her. Banishing the player to Cania in his place, Mephistopheles begins his conquest of Toril with the intent to [[HellOnEarth turn it into the Tenth Hell]], lowering it below the Ninth Hell ruled by Asmodeus so Mephistopheles [[TheStarscream may be the most powerful Devil in the planes]]. Witty, charismatic, diabolical, and always staying one step ahead of everyone else in his schemes, Mephistopheles is the very definition of an [[spoiler:archdevil]]. [[spoiler: After being imprisoned by a puny drow who got hold of his True Name, he predicts that she will possibly be defeated by the PlayerCharacter, which turns out quite true when this encourages her to bring them to her and enables the devil to slip loose of her control. He then tries to [[TakeOverTheWorld conquer the entire world]] in an [[XanatosSpeedChess improvised]] bid to become the supreme ruler of Hell by making this world its lowest level. And when the player character catches up to him, he opens by [[MoreThanMindControl talking their companions into joining him instead]].]] Of course, the writers' effort to make all this believable is only partially convincing, but it comes across as their fault rather than the character's. Also has a good evil voice and EvilLaugh.Devil.
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** On "vanilla" Neverwinter, [[https://www.youtube.com/watch?v=_VEcM78jVtI Castle]], [[https://www.youtube.com/watch?v=gcG-pEqGBwo Forest Day]], and especially [[https://www.youtube.com/watch?v=mpu-rkCENrE Heart of the Forest]].

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** On "vanilla" Neverwinter, [[https://www.youtube.com/watch?v=_VEcM78jVtI Castle]], [[https://www.youtube.com/watch?v=gcG-pEqGBwo Forest Day]], and especially [[https://www.youtube.com/watch?v=mpu-rkCENrE Heart of the Forest]].Forest]] (and there're others).

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* CrowningMusicOfAwesome: A lot of the music in Hordes of the Underdark, especially [[https://www.youtube.com/watch?v=r46yzCB82kA Rebel Camp]], [[https://www.youtube.com/watch?v=oQ3s8ywQlKA Large Battle]] and [[https://www.youtube.com/watch?v=cJiVI9do4O0 Final Boss]].

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* CrowningMusicOfAwesome: CrowningMusicOfAwesome:
**
A lot of the music in Hordes of the Underdark, especially [[https://www.youtube.com/watch?v=r46yzCB82kA Rebel Camp]], [[https://www.youtube.com/watch?v=oQ3s8ywQlKA Large Battle]] and [[https://www.youtube.com/watch?v=cJiVI9do4O0 Final Boss]].Boss]].
** On "vanilla" Neverwinter, [[https://www.youtube.com/watch?v=_VEcM78jVtI Castle]], [[https://www.youtube.com/watch?v=gcG-pEqGBwo Forest Day]], and especially [[https://www.youtube.com/watch?v=mpu-rkCENrE Heart of the Forest]].
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** Knock and Find Traps. They're low level spells so you can carry plenty of charges and get them early in the game. Knock unlocks all locked doors and containers over a large radius around you, Find Traps finds and disarms all traps over a large radius around you, even ones flaggered as unable to be disarmed. You'll never need a Rogue again.
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not YMMV


* AmbiguouslyGay: Fenthick is rather effeminate. Also, he seems very close to [[TheMole Desther]]. They are always seen together in Chapter 1, and Fenthick is very quick to come to Desther's defense when other people get suspicious of him. Finally, [[spoiler:when Desther steals the cure and flees, Fenthick runs after him]]. [[spoiler:All of this gets Fenthick in a lot of trouble when an angry mob looks for someone to blame for Desther's crimes]]. Although Fenthick was betrothed to Aribeth, [[spoiler:dialogue with Aribeth in Hordes of the Underdark suggest that their union may not have been so loving]].
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* AmbiguouslyGay: Fenthick is rather effeminate. Also, he seems very close to [[TheMole Desther]]. They are always seen together in Chapter 1, and Fenthick is very quick to come to Desther's defense when other people get suspicious of him. Finally, [[spoiler:when Desther steals the cure and flees, Fenthick runs after him]]. [[spoiler:All of this gets Fenthick in a lot of trouble when an angry mob looks for someone to blame for Desther's crimes]]. Although Fenthick was betrothed to Aribeth, [[spoiler:dialogue with Aribeth in Hordes of the Underdark suggest that their union may not have been so loving]].
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natter


** YMMV indeed. Some players find that chapter (particularly the puzzles) to be rather tedious, especially since it's quite a bit more linear and shorter than the other chapters in the game.
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**YMMV indeed. Some players find that chapter (particularly the puzzles) to be rather tedious, especially since it's quite a bit more linear and shorter than the other chapters in the game.
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** Wizards can wear magic circlets that look like a fighter's helms, which completely mismatch with the rest of their wizards' robes.

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** Wizards can wear magic circlets that look like a fighter's helms, which fully conceal their faces. This completely mismatch with the rest of their wizards' robes.
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* {{Narm}}: Some of the art for the equipment can be quite cringe worthy:

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* {{Narm}}: Some of the art for the equipment can be quite cringe worthy:
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** Leather armor +1 are colored bright red and studded leather armor +1 are bright blue. These are usually worn by rogues and rangers who try to blend in the shadows while these armors make them conspicuous.
** Wizards can wear magic circlets that look like a fighter's helms, which completely mismatch with the rest of their wizard's robes.

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** Leather armor +1 are colored bright red and studded leather armor +1 are bright blue. These are usually worn by rogues and rangers who try to blend in the shadows while these armors make them more conspicuous.
** Wizards can wear magic circlets that look like a fighter's helms, which completely mismatch with the rest of their wizard's wizards' robes.
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* {{Narm}}: Some of the art for the equipment can be quite cringe worthy:
** Leather armor +1 are colored bright red and studded leather armor +1 are bright blue. These are usually worn by rogues and rangers who try to blend in the shadows while these armors make them conspicuous.
** Wizards can wear magic circlets that look like a fighter's helms, which completely mismatch with the rest of their wizard's robes.

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Quick troping lesson: Informed Wrongness - not wrong at all, Designated Evil - generally wrong or questionable, but clearly justified in context.


* DesignatedEvil: The hero in the original campaign during a sidequest to take down a group of escaped prisoners. After most of the escapees have been either killed or allowed to get away, the remaining one, who is wanted for mass murder, kidnaps the daughter of the person who gives out the bounties and holds her for a ransom, with an implication that she was raped. When you find him, he attacks, but pleads for his life if he's nearly defeated. When asked why he kidnapped the girl, he initially claims that she came with him by choice. If you decide that he's lying, a high persuasion check can get him to admit that he got her drunk. If after hearing his story, you decide to kill him after all, your alignment is shifted a few point towards evil, even though your only other option is letting an unrepentant murderer walk free. It should be noted that if the player chooses the initial option to kill him during the conversation instead of choosing to hear him out, alignment isn't affected.



* InformedWrongness: The hero in the original campaign during a sidequest to take down a group of escaped prisoners. After most of the escapees have been either killed or allowed to get away, the remaining one, who is wanted for mass murder, kidnaps the daughter of the person who gives out the bounties and holds her for a ransom, with an implication that she was raped. When you find him, he attacks, but pleads for his life if he's nearly defeated. When asked why he kidnapped the girl, he initially claims that she came with him by choice. If you decide that he's lying, a high persuasion check can get him to admit that he got her drunk. If after hearing his story, you decide to kill him after all, your alignment is shifted a few point towards evil, even though your only other option is letting an unrepentant murderer walk free. It should be noted that if the player chooses the initial option to kill him during the conversation instead of choosing to hear him out, alignment isn't affected.
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Removing non-specific examples. Also, removing the liches as they aren't required.


** Plenty, usually the undead bosses. Also, facing a boss enchanted with Fear (i.e. mummies, dragons) without being immune to it can make the fight extra difficult.
** Bosses sometimes get immunity to the key class features of a class. For example, undead (including undead bosses) have immunity to sneak attacks...turning your rogue from a generally weaker fighter who can do massive burst damage to a...generally weaker fighter. Similarly, defeating a low level boss with spell immunity as an arcane caster is probably largely a case of letting your hireling and summon attack and hoping they win. The former issue is from the D&D rules, although it's worth noting that they're balanced around there being a fairly large party with a spread of classes, rather than a single PC and a hireling.



** Chapter 2 of the original campaign has two (each is a high-level wizard lich): Brother Toras of the Arcane Brotherhood and Voleron in the Ruins of Illusk. He will continually spam high level spells on the player and followers. Unless you're [[CrazyPrepared well prepared ahead of time]] Toras and crew can and often will mop the floor with you.
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* BaseBreakingCharacter: Deekin is the EnsembleDarkhorse for some, TheScrappy for others.

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* BaseBreakingCharacter: Deekin is Deekin's fans love him for the EnsembleDarkhorse uniqueness of his race/class combo as a companion, his utility, his humorous dialogue, and for some, TheScrappy for others.his adorable personality combined with genuine heroic moments, while people who dislike him find him grating and overly cutesy, or feel his shtick gets old fast.
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* InformedWrongness: The hero in the original campaign during a sidequest to take down a group of escaped prisoners. After most of the escapees have been either killed or allowed to get away, the remaining one, who is wanted for mass murder, kidnaps the daughter of the person who gives out the bounties and holds her for a ransom, with an implication that she was raped. When you find him, he attacks, but pleads for his life if he's nearly defeated. When asked why he kidnapped the girl, he initially claims that she came with him by choice. If you decide that he's lying, a high persuasion check can get him to admit that he got her drunk. If after hearing his story, you decide to kill him after all, your alignment is shifted a few point towards evil, even though your only other option is letting an unrepentant murderer walk free. It should be noted that if the player chooses the option to kill him instead of hearing him out after he surrenders, alignment isn't affected.

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* InformedWrongness: The hero in the original campaign during a sidequest to take down a group of escaped prisoners. After most of the escapees have been either killed or allowed to get away, the remaining one, who is wanted for mass murder, kidnaps the daughter of the person who gives out the bounties and holds her for a ransom, with an implication that she was raped. When you find him, he attacks, but pleads for his life if he's nearly defeated. When asked why he kidnapped the girl, he initially claims that she came with him by choice. If you decide that he's lying, a high persuasion check can get him to admit that he got her drunk. If after hearing his story, you decide to kill him after all, your alignment is shifted a few point towards evil, even though your only other option is letting an unrepentant murderer walk free. It should be noted that if the player chooses the initial option to kill him during the conversation instead of hearing choosing to hear him out after he surrenders, out, alignment isn't affected.
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* InformedWrongness: The hero in the original campaign. Killing a surrendering, but still unrepentant, wanted mass murderer who kidnapped and ''very'' probably raped a young girl moves your alignment towards evil, even after he admits that he got her drunk on a high persuasion check. Killing a surrendering foe could be considered an evil act, except that the hero already killed a whole bunch of enemies no worse than he is without any effect on alignment, and there's no option to turn him in to the town's authorities, meaning the only alternative is letting him go free. It should be noted that if the player decides to kill him without listening to his story, it isn't counted as an evil act and alignment isn't unaffected.

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* InformedWrongness: The hero in the original campaign. Killing campaign during a surrendering, but still unrepentant, sidequest to take down a group of escaped prisoners. After most of the escapees have been either killed or allowed to get away, the remaining one, who is wanted for mass murderer murder, kidnaps the daughter of the person who gives out the bounties and holds her for a ransom, with an implication that she was raped. When you find him, he attacks, but pleads for his life if he's nearly defeated. When asked why he kidnapped and ''very'' probably raped the girl, he initially claims that she came with him by choice. If you decide that he's lying, a young girl moves high persuasion check can get him to admit that he got her drunk. If after hearing his story, you decide to kill him after all, your alignment is shifted a few point towards evil, even after he admits that he got her drunk on a high persuasion check. Killing a surrendering foe could be considered an evil act, except that the hero already killed a whole bunch of enemies no worse than he is without any effect on alignment, and there's no though your only other option to turn him in to the town's authorities, meaning the only alternative is letting him go an unrepentant murderer walk free. It should be noted that if the player decides chooses the option to kill him without listening to his story, it isn't counted as an evil act and instead of hearing him out after he surrenders, alignment isn't unaffected.affected.
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* InformedWrongness: The hero in the original campaign. Killing a surrendering, but still unrepentant, wanted mass murderer who kidnapped and ''very'' probably raped a young girl moves your alignment towards evil, even after he admits that he got her drunk on a high persuasion check. Killing a surrendering foe could be considered an evil act, except that the hero already killed a whole bunch of enemies no worse than he is without any effect on alignment, and there's no option to turn him in to the town's authorities, meaning the only alternative is letting him go free - an act that shifts your alignment towards good. It should be noted that if the player decides to kill him without listening to his story, it isn't counted as an evil act and alignment isn't unaffected.

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* InformedWrongness: The hero in the original campaign. Killing a surrendering, but still unrepentant, wanted mass murderer who kidnapped and ''very'' probably raped a young girl moves your alignment towards evil, even after he admits that he got her drunk on a high persuasion check. Killing a surrendering foe could be considered an evil act, except that the hero already killed a whole bunch of enemies no worse than he is without any effect on alignment, and there's no option to turn him in to the town's authorities, meaning the only alternative is letting him go free - an act that shifts your alignment towards good.free. It should be noted that if the player decides to kill him without listening to his story, it isn't counted as an evil act and alignment isn't unaffected.
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* InformedWrongness: The hero in the original campaign. Killing a surrendering, but still unrepentant, wanted mass murderer who kidnapped and ''very'' probably raped a young girl moves your alignment towards evil. Killing a surrendering foe could be considered an evil act, except that the hero already killed a whole bunch of enemies no worse than he is without any effect on alignment, and there's no option to turn him in to the town's authorities, meaning the only alternative is letting him go free - an act that shifts your alignment towards good.

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* InformedWrongness: The hero in the original campaign. Killing a surrendering, but still unrepentant, wanted mass murderer who kidnapped and ''very'' probably raped a young girl moves your alignment towards evil.evil, even after he admits that he got her drunk on a high persuasion check. Killing a surrendering foe could be considered an evil act, except that the hero already killed a whole bunch of enemies no worse than he is without any effect on alignment, and there's no option to turn him in to the town's authorities, meaning the only alternative is letting him go free - an act that shifts your alignment towards good. It should be noted that if the player decides to kill him without listening to his story, it isn't counted as an evil act and alignment isn't unaffected.
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* BaseBreaker: Deekin is the EnsembleDarkhorse for some, TheScrappy for others.

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* BaseBreaker: BaseBreakingCharacter: Deekin is the EnsembleDarkhorse for some, TheScrappy for others.
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* InformedWrongness: The hero in the original campaign. Killing a surrendering, but still unrepentant, wanted mass murderer who kidnapped and ''very'' probably raped a young girl moves your alignment towards evil. Killing a surrendering foe could be considered an evil act, except that the hero already killed a whole bunch of enemies no worse than he is, and there's no option to turn him in to the town's authorities, meaning the only alternative is letting him go free - an act that shifts your alignment towards good.

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* InformedWrongness: The hero in the original campaign. Killing a surrendering, but still unrepentant, wanted mass murderer who kidnapped and ''very'' probably raped a young girl moves your alignment towards evil. Killing a surrendering foe could be considered an evil act, except that the hero already killed a whole bunch of enemies no worse than he is, is without any effect on alignment, and there's no option to turn him in to the town's authorities, meaning the only alternative is letting him go free - an act that shifts your alignment towards good.
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* InformedWrongness: The hero in the original campaign. Killing an unrepentant mass murderer and alleged rapist moves your alignment towards evil. The only alternative is letting him go free and taking his ear to convince the town's authorities that he was killed - this makes your alignment more good.

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* InformedWrongness: The hero in the original campaign. Killing an unrepentant a surrendering, but still unrepentant, wanted mass murderer who kidnapped and alleged rapist ''very'' probably raped a young girl moves your alignment towards evil. The Killing a surrendering foe could be considered an evil act, except that the hero already killed a whole bunch of enemies no worse than he is, and there's no option to turn him in to the town's authorities, meaning the only alternative is letting him go free and taking his ear to convince the town's authorities - an act that he was killed - this makes shifts your alignment more towards good.
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* InformedWrongness: The hero in the original campaign. Killing an unrepentant mass murdering rapist moves your alignment towards evil, the alternative is faking his death to protect him from law enforcement - this makes your alignment more good.

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* InformedWrongness: The hero in the original campaign. Killing an unrepentant mass murdering murderer and alleged rapist moves your alignment towards evil, the evil. The only alternative is faking letting him go free and taking his death ear to protect him from law enforcement convince the town's authorities that he was killed - this makes your alignment more good.
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Never mind. Confirmed 7 points towards evil. Sorry for being skeptical.


* InformedWrongness: The hero in the vanilla storyline. Killing an unrepentant mass murdering rapist moves your alignment towards evil, the alternative is faking his death to protect him from law enforcement - this makes your alignment more good.

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* InformedWrongness: The hero in the vanilla storyline.original campaign. Killing an unrepentant mass murdering rapist moves your alignment towards evil, the alternative is faking his death to protect him from law enforcement - this makes your alignment more good.
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Okay, I was wrong about the possible rape, but I'll still have to check about the alignment shift.

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* InformedWrongness: The hero in the vanilla storyline. Killing an unrepentant mass murdering rapist moves your alignment towards evil, the alternative is faking his death to protect him from law enforcement - this makes your alignment more good.
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First of all there's no evidence of rape, and she was captured for ransom. Second, I can't confirm the aligntment chang erightr now, but if it does shift towards evil, it's because you killed someone after saying you'll hear them out.


* InformedWrongness: The hero in the vanilla storyline. Killing an unrepentant mass murdering rapist moves your alignment towards evil, the alternative is faking his death to protect him from law enforcement - this makes your alignment more good.
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Informed Wrongness entry added.

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* InformedWrongness: The hero in the vanilla storyline. Killing an unrepentant mass murdering rapist moves your alignment towards evil, the alternative is faking his death to protect him from law enforcement - this makes your alignment more good.
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* EvenBetterSequel: The original campaign was okay, but had very repetitive quests, fairly simple and two-dimensional characters, and gameplay could be stilted at times. The expansions had much more creative and engaging quests, very complex and likeable characters, and new gameplay features and tweaks. As a whole, the expansions are more refined and polished than the base game and it shows.

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* EvenBetterSequel: The original campaign was okay, generally well received, but had very repetitive quests, fairly simple and two-dimensional characters, and gameplay that could be stilted at times. The expansions had much more creative and engaging quests, very complex and likeable characters, and new gameplay features and tweaks. As a whole, the expansions are more refined and polished than the base game and it shows.

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