New to Sly Flourish? Start Here or subscribe to the newsletter. Listen to articles on Readings and Reflections.

Avoid NPC Betrayal

by Mike on 11 August 2025

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:

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:

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.

Patreon Questions and Answers

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

Talk Show Links

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

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:

Related Articles

Share this article using this link: https://slyflourish.com/avoid_npc_betrayal.html

Subscribe to Sly Flourish

Subscribe to the weekly Sly Flourish newsletter and receive a free adventure generator PDF!

Get More from Sly Flourish

Sly Flourish's Books

Have a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.

This work is released under a Creative Commons Attribution-NonCommercial 4.0 International license. It allows reusers to distribute, remix, adapt, and build upon the material in any medium or format, for noncommercial purposes only by including the following statement in the new work:

This work includes material taken from SlyFlourish.com by Michael E. Shea available under a Creative Commons Attribution-NonCommercial 4.0 International license.

This site may use affiliate links to Amazon and DriveThruRPG. Thanks for your support!