This iconic image from the 1st Edition Dungeon Master Guide is a classic reminder that adventurers are not always to be trusted. Sometimes the adventurers need to be reminded that there are others out there who want the treasures, the power, the magic and the glory. Sometimes those people are closer than the adventurers might believe.
Sometimes people within your own party can be a danger. Perhaps something was found that they want for themselves? Perhaps someone travelling with your group was not well vetted? Perhaps they are a thief or assassin in disguise! Or perhaps they hid their evil ways from you at the outset.
Sometimes Your Friends Are Not So Friendly
In a game about killing creatures and stealing their treasures can anyone be totally surprised when one of the other adventurers does something totally in their own interests instead of the interests of the party as a whole? It is human….and almost certainly humanoid….nature to look out to one’s own personal interests. Adventurers are at best a band of mercenaries. Even those with basically good intentions are still out looking to get rich on the destruction of others.
Big Plots Mean Big Problems
Depending upon the theme of your campaign it is likely that villains have big plots. Kings and gods probably do too. All of these plots and plans and machinations are frequently at odds with someone else’s.
Sometimes betrayal may be encountered at the group level as in the picture from the Dungeon Master Guide. But sometimes it involves palace intrigue. Assassinations. Politics. Ruthless greed for power. These things also can be encountered in the game and can lead to epic adventures.
Sometimes You Don’t Get to Choose Your Companions
Not everyone travelling with a party on an adventure is someone that the adventurers chose for themselves. Sometimes a quest giver might insist that someone accompany them. A king may want an adviser along for the ride. Or perhaps the adventurers are short a man or two and decide to hire some fellows from the local tavern. Are they trustworthy?
With Power Comes Others Who Want It
Ask any king who they are most afraid of. If they will admit fear at all they will not point to their neighboring kingdoms. They will point to the gallery of nobles around them. They will point outside the windows into the streets around the palace. The people most dangerous to a king are those closest to him.
Palace intrigue provides excellent opportunities for introducing betrayal into your campaign. Some disgruntled palace seer might want to gain the throne for himself. Some trusted adviser may backstab his king and then steal the crown. Perhaps the captain of the palace guard is sleeping with the queen when the king is not around. Perhaps he has decided to do the old man in and take her for himself.
Being a king is a lonely job. Just ask the guy in the picture above. I bet he felt lonely when is companion stuck a sword in him.
Mercenaries
Mercenaries were part of the medieval world. Hiring others to do things that seemed a bit distasteful was not unusual activity. Nobles and kings did this from time to time. But could those men be trusted? Were they even competent at what they were being hired to do? And would not anyone willing to fight for money be willing to not fight for even more?
Villains of course would also be likely employers of such men. Such men have little loyalty to anyone. Who can trust such men?
Allies Don’t Always Stay Allies
Kings surely understand that allies are necessary to maintain power. But such allies also look to their own interests. When interests are not in alignment….betrayal happens.
Villains, however, understand that driving a wedge between allies can create chaos in a kingdom. This creates opportunities for the Dungeon Master to create adventures that involve villainous plots to break apart the alliances that keep the king in power. Large scale thinking is required for such adventures. Who are the allies? Why are they allies? Who are they allied against? Kings have important enemies. Who are they?
Wars often begin with a major betrayal from an expected ally. One side sees an advantage to be gained when the kingdom or realm loses it’s allies. And then they strike hard.
Kings Want to Stay in Power
Sometimes it might be the king himself that should not be trusted. When adventurers become so powerful that they are building their own castles and keeps the king is going to wonder how long it will be before they come for his throne. A king’s biggest fear is not the enemies outside of his realm. He is far more concerned about the potential enemies within the realm.
Betrayal in Dungeons and Dragons
Potential sources are everywhere for Betrayal in Dungeons and Dragons. Friends become enemies when their interests begin to diverge. Kings and patrons become enemies when the adventurers begin to become rich and powerful. Envy may cause others to want what the adventurers have. And big scale betrayals can lead kingdoms to fall. All of it is perfect for creating memorable adventures for your players.