Don't Betray the Characters

  • The Horned 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."
  • WOTC has done this in numerous adventures now: Planescape, Spelljammer, Vecna, now its in the DMG! If I can ruin an adventure with three or four words, its too fragile an adventure.

The Problems with Betrayal

  • You lose the trust of your players.
  • Your players become cynical.
  • It builds a fragile adventure model. What if they figure him out?

Alternatives

  • Let the characters know they're working for a shady character (Al Swearengen in Deadwood!) who has something the characters need.
  • Let NPCs change their minds one way or another. Let them be convinced one way or another through actions or conversations.
  • Let bad guys turn into good guys (Like Illyria in Angel "would you like me to lie to you now?").

Ten Other Alternative Hooks

  • Good guy gets possessed when in proximity to the macguffin.
  • You're working against a parallel group of evildoers.
  • The guy is just a normal guy who wants to get rid of an evil artifact before anyone else does.
  • The guy is a known priest of iuz but you want to get it before he sends other assholes to do it first.
  • You're undercover working for the iuz priest but as an agent of some good shady god.
  • The priest is good but is having nightmares of this crown and needs it destroyed before it turns him into an iuz dude.
  • The priest is a shady agent of a secret sect but offers the characters something they really want or need.
  • The priest's twin brother is an iuz dude who is going after it himself.
  • The priest merchant is a fallen celestial who doesn't manifest until he's destroyed the artifact.
  • The priest has a loved one cursed by iuz and must use the crown to restore them.