Avoid NPC Betrayal

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Avoid including primary quest-giving NPCs who betray the characters. Primary NPC betrayal breaks trust with your players, drives players to become cynical of the world, and builds fragile quests that either fall apart the minute the characters realize what's going on or require railroading the characters so they don't learn the truth too early. Instead of NPC betrayal, include shady NPCs the characters know they can't trust. Doing so gives the characters the agency to navigate the world in ways you can't predict.

"Once in a while, it can be interesting for the characters' patron to betray them. Pulling that trick more than once in a campaign, though, is likely to make the players unwilling to trust any future patrons and possibly suspicious about any adventure hooks you put in front of them."

That quote comes from the 2024 Dungeons & Dragons Dungeon Master's Guide. I'll take it a step further. It only takes one betrayal before your players lose trust with you, your future NPCs, and any future adventure hooks you might put in front of them. When a trusted NPC betrays the characters, players can take it as a betrayal of trust between you and them.

Primary quest-giving NPC betrayal has three big problems:

Players lose trust in you.Players become cynical of the world.Adventures hinging on NPC betrayal easily fall apart if the betrayal is discovered early.

Let's put aside breaking your players' trust in you and the world you've created for a moment and focus on the fragility of adventures built around betraying NPCs.

Later on, the 2024 Dungeon Master's Guide offers the following adventure prompt for the adventure sample "Horns of the Beast":

"An unassuming human merchant named Melchis (secretly a Chaotic Evil Fiend Cultist devoted to Iuz) hires the characters to escort him on an expedition to find an ancient temple lost in the jungle."

What happens if the characters find out Melchis is evil and learn of his betrayal? Would they still go on the quest? Not likely!

Numerous WOTC-published D&D adventures, including big and expensive hardcover adventures, focus on this same trope. The Planescape adventure Turn of Fortune's Wheel, the Spelljammer adventure Light of Xaryxis, the entire plot of Vecna Eve of Ruin, and one of the adventures in Dragon Delves all hinge on not discovering the betrayal of a major quest-giving NPC. In each case, should the players discover the betrayal, the adventure falls apart.

Here's a simple question you can ask yourself:

If the characters find out the truth early, would they still go on the adventure?

If the answer to that is "no", the adventure is too fragile.

Some of the WOTC-published adventures I mention above offer ham-fisted guidance describing how to try to get the characters back on track if they find out the truth too early. In Vecna Eve of Ruin, the book describes how you, the DM, can rewrite the adventure to fit this new situation ��� skipping roughly eight chapters of the book. Most of the time there's no suggestion for handling the situation should the characters figure out the ruse too early.

Because there's typically no good way to do so.

Ten Alternatives for Horns of the Beast

Looking back at Horns of the Beast, here are ten better ways to run a quest like this:

Melchis is a good priest who gets possessed when in proximity to the crown.You're working against a parallel group of evildoers Melchis hired.Melchis simply wants to get rid of an evil artifact before anyone gets ahold of it.Melchis is a known priest of Iuz but the characters want to get the crown anyway before he sends other artifact hunters to do it first.The characters are under cover for another faction. They know Melchis is a villain but want to follow the quest through to stop him from getting the crown.Melchis isn't evil but has nightmares of this crown and needs it destroyed before it corrupts him.Melchis is a known shady agent but he offers the characters something they need.The twin brother of Melchis worships Iuz and seeks the crown himself.Melchis is a fallen celestial who doesn't manifest until he's destroyed the crown.Melchis has a loved one cursed by Iuz and must use the crown to restore them.

Each of these plot elements might be discovered early or throughout the adventure without preventing the characters from wanting to go on the adventure. These alternative quests also don't betray the characters' (and your players') trust.

Introduce Shady NPCs

Here's an alternative to the betraying NPC ��� the shady NPC. Shady NPCs might betray the characters and the characters know it. Your quests must be compelling enough that the characters want to go on them anyway �����maybe planning their own betrayal of the shady NPC before the NPC betrays them first!

Shady NPCs add a fun variable to the decisions of the characters and force you to build larger situations the characters navigate instead of a single story arc that executes only one way.

Intelligent magic items make fantastic shady NPCs ��� the jeweled skull of a dead lich, the sword possessed by a splinter of Lolth, the barbed puzzle box possessed by a chain devil of Mot ��� the characters know these beings can't be trusted. But that doesn't mean these NPCs aren't useful. Finding the right balance of offering valuable information wrapped in a twisted agenda is hard, but really fun ��� much more fun than treating the characters (and your players) like a bunch of rubes.

Shady NPCs can also shift their alliances. The characters can convince them to do good things or the situations can turn them to side with the characters. They can go back and forth depending on the actions and arguments of the characters. Shady NPCs are fun and flexible agents. Like the rest of our best prep for our games, they shift as the game shifts.

Above all, shady NPCs give the characters agency. The characters know what's going on. They aren't being led by the nose through a pre-conceived plot. Instead, they're working with the variables they have and thus the story unfolds as they make their decisions.

Secret NPC betrayal creates brittle adventures that steal player agency. Instead, use resilient adventure models that don't break your players' trust and give players the agency to fulfill their quests in ways you never could have imagined.

More Sly Flourish Stuff

Each week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs.

Last Week's Lazy RPG Talk Show Topics

Here are last week's topics with time stamped links to the YouTube video.

Ten Heist Encounters, Lazy World BuildingMap Annotator in 5eADBENNIE WinnersCypher System Revised by Monte Cook GamesDaggerheart Class Decks, New Adventures, New Worlds with Keith BakerCritical Role Season 4 with Brennan Lee MulliganPathfinder Abomination Vaults on D&D BeyondD&D Beyond Isn't a Fair Business PlatformExclusive Forgotten Realms Products on D&D Beyond"Welcome Back" post by Dan AyoubFive ScenesPatreon Questions and Answers

Also on the Talk Show, I answer questions from Sly Flourish Patrons. Here are last week's questions and answers.

3-2-1 Quest Model Without a Job BoardTalk Show Links

Here are links to the sites I referenced during the talk show.

ENNIE WinnersCypher Evolved by Monte Cook GamesDaggerheart Gencon 2025 AnnouncementsBrennan Lee Mulligan GMs Critical Role Season 4Pathfinder Abomination Vaults PDFForgotten Realms Digital Exclusives for D&D BeyondWelcome Back to the Table: D&D's New DirectionD&D Beyond Terms and ConditionsJess Lanzillo interview with Christian Hoffer3-2-1 Quest Model

Last week I also posted a couple of YouTube videos on Tips for One-on-One D&D Games ��� Lazy GM Tip and Din of the Void ��� Dragon Empire Prep Session 33.

RPG Tips

Each week I think about what I learned in my last RPG session and write them up as RPG tips. Here are this week's tips:

Offer choices at the end of the session so you know what to prep next. Clarify group goals, alignments, and bonds before character creation. It���s never too late to re-establish your game���s baseline agreements.Show the world reacting to the actions of the characters. Running a party or celebration? Ask what they���re wearing!Turn a single stat block into multiple unique monsters with flavor. Anything can be the inspiration for a scene or adventure ��� a map, a mini, a piece of art. Anything. Related ArticlesTroublesome Quest ModelsPrep Three QuestsThe 3-2-1 Quest ModelGet More from Sly FlourishArticlesNewsletterBookstorePatreonPodcastYouTubeBuy Sly Flourish's Books City of Arches Return of the Lazy Dungeon Master Lazy DM's Companion Lazy DM's Workbook Forge of Foes Fantastic Lairs Ruins of the Grendleroot Fantastic Adventures Fantastic Locations

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Published on August 10, 2025 23:00
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