[RPG] How to introduce an “enethe” faction NPC without players killing them

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I have a campaign I'm running that heavily involves cultists working to save the planes in a kind of "we live here too and would prefer not to die" motivation. There is a cultist that one of the players has a history with.

The party consists of a warlock, ranger (the one with the history w/ the cultist), fighter, wizard, and paladin (who I expect will have the most trouble with accepting help from a cultist).

The group is currently working for a church that, unknowingly to them, actually trying to purge the world which is what the cultists are actively working against.

I want to introduce this cultist NPC to help them out a little, and guide them to the knowledge that their church is actually working against them, but want to be able to do so without the group immediately going to kill them. Is there a way to do this, or have I dug myself into a hole?

Best Answer

A few options for introducing the cultist:

  • Introduce via a trusted third party. The PCs' friends can vouch for the cultist.
  • Inherit trust from others. The cultist is already well-known and respected by friends of the party, or by civilization at large. Bonus points scored by foreshadowing the cultist's identity before he is relevant, perhaps as a shop-keep or local celebrity.
  • Have the party seek them out. The NPC is known to have knowledge or information sought by the PC's.

Once introduced, establish trust. Have the cultist offer a useful tidbit of information, or speak up for the party in difficult circumstances. Perhaps have the cultist be the subject of a rescue from forces the PC's deem villainous. Essentially, put the cultist on the opposite side to known enemies. Then, when he tries to persuade them of what's going on, they'll have a reason to at least hear him out.