Betrayal in D&D

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AdamRBi

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Step 1: Tell no one, not even the DM. Unless the DM is cruel themselves and would love to see you help him eventually disrupt the rest of the players then it best not to let him know the surprise twist less they turn on you.

Step 2: Divide the group. Wether it be on the field or better yet in battle. If you're strong enough you can survive on your own and fool some players in to helping you. If all goes well the players would be spaced out on the battle field and take more damage.

Step 3: Ease back on attacking enemies unless they attack you. The less attention you draw to yourself the longer you'll survive and the more damage others will take.

Step 4: Resources and Knowledge. Up your skills in this and you may have a chance of fooling the others in to thinking that what ever you need to do to revive your god is what they need to do to make sure he's never released.

Step 5: Hired Assassins to keep the players on their toes and weaken them during times of rest, delaying them until you can accomplish your goal. Killing is fine too, but I'd like to think this is still a game so we want everyone to at least still play. Though this would require enough trust in your DM not to rat you out. Also leave no traces, burn the evidence.

Step 6: "Is Karathanos really such a bad guy? Think about it, would a god devoted to conquering the world really want to destroy it? There might be more to this then we thought, do you mind if I continue to research this?" Cause is there anything quite like telling the truth to their face without revealing your true intentions? Just don't be too sinister about it, less you give yourself away.

Step 7: Counter-Active Strategy. Plan your moves to complicate or disrupt your teammates plans and make it seem like their fault. This way nothing gets accomplished, your goals are still met, and nobody blames you. You just got to be sneaky enough about it.

Remember, these steps are not in order. Use them to your own liking.

dragontiers said:
As a sorcerer, you're best way to harm the party from the inside is to try and use the bigger, flashier spells in ways your party gets hurt. Splash damage is your new friend.
This would make a nice Step 8.

dragontiers said:
Also, make sure the DM is aware of what you are doing. He can help you out with covering your tracks. Plus, if you want to do something like hiring thugs to ambush you, or "borrow" equipment from your party members, he'll need a heads up so that he doesn't give it away to the rest of your party.
And you ninja'd my Step 5!
 

TheDrunkNinja

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Jonluw said:
Is it possible for you to get the DM to hand your party magic items that they will start fighting over?

Will edit if I think of something more useful.

Edit: Eeeeh, not very creative, but will spreading rumours that someone in the party is planning to betray them going to help?
Yeah, but I want to keep it a secret from both the characters and the players. As in, we're all in the same room together, if I start spreading rumors, my cover is blown to my friends since they'll know something is up, and therefore translate that into suspicion from their characters. Also, the DM is indeed in on it with me, although he never plays favorites in his campaigns so I'm going to have to work for it like everyone else.
Mr. Grey said:
Call upon the god to give Solarum more power and wear them down so that Karathanos can destroy them. Be the ultimate pawn, come on... you know you want to. Possibly fight from two fronts.

Also, make sure you kill whatever healer they have and find a way to destroy any healing items they'd have.
Gabanuka said:
Call upon the god to send some minions, (devils maybe) Then, half way through the battle, kill the healer and then the rest of the party. I would talk to the DM first, he needs to know what your doing so he doesen't react badly.
D&D isn't like RPGs or MMORPGs in the following ways that you're thinking:

1. If I start attacking the group, they'll know I'm against them, and then I can't travel with them anymore. That means for every session I'm at, I'll only be doing things with the DM, never being able to react with the group unless we come across each other, and therefore have to fight. That's boring for me. The whole point of these D&D sessions is so that I can get together with my friends and have a cool adventure with them.

2. "Kill the healer" doesn't work like it does in WoW (which I'm assuming is you're source material). Killing the healer involves me killing my friend's character. A character which he has worked with this entire campaign. Even if I could, I'd be the biggest asshole for actually trying to govern what is HIS character's fate. D&D is about fun, not winning. I want to be a sneaky saboteur so that I can create some fun and creative scenarios which will challenge the group, not out-right murder them and start laughing like an asshole as I completely ruin the game.
AnOriginalConcept said:
It depends on how cruel you want to be.

If you wanted to simply crush the party, spend a difficult fight casting buffs on yourself. When the fight is finally over, rain death upon your worn down comrades.

If you want to be more subtle, perhaps you could begin slipping poison into someone's food, then blame it on another member.
Being a Drow, poisons are my forte, and I did indeed try that at one point. Didn't work out the way I wanted since they immediately found an antidote for it and cured the person I poisoned. Can you think of any creative ways I could utilize the poisons I have?
Teh Ty said:
I don;t know much about D&D, but I would say, just be a douchbag, refuse to fight enemies, try to use as many items as possible, just try to wither them down then attack.
Again, don't want to blow my cover and thereby segregate myself from the my friends for the rest of the session. I want to do something more proactive rather than the "do nothing to hinder them" approach. That's boring.
 

ogreloot

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Thanks Mr Grey, I have to dig my dictionary out of storage...oh wait, I am on the internet....
 

masqueblanc

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Well, I think step one would be to hope that nobody in your party finds this thread! Or do the other players already know?

The best way I can think of to sabotage them would be to consistently use skills they already have or which you have that are low level - don't roll for things you've got a high modifier for, etc. That said, I'm kinda new to D&D so I'm not sure how well that would work or how sneaky you could be about it.

Good luck, traitor!
 

TheDrunkNinja

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Monkeyman8 said:
You're a sorcerer? God you're useless. Well attack them mid combat and claim accident and set off environmental hazards (bring down the chandelier etc.) and next time be a rogue and murder them in their sleep. (assisted by a scroll of silence of course)
Already done the rogue thing. The sorcerer has been pretty good to me so far. Lots of fun magic stuffs.

And if you're serious about the "kill them" thing, then I'm not sure you've played D&D before, since I'm not the only fucking person whose playing the game. Killing off characters is a stupid idea unless it's to the players consent. In other words, I want to keep my friends by the end of the session, not have them throw me out of the game. Also, the DM would never condone it.
 

xdgt

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For the love of god buy a bottle of wine and poison it with the nastiest poison you can find, then give it to your fellow adventurers to celebrate your latest victory. Take over the navigation and set the party on a wrong trail to a forest of doom. Steal the rations and let them starve to death. When they are asleep put a couple of curses on them (if available).
Kill the horses if you have any to disrupt travel, make up some fake side quest and try do divide the party. Get into a fight with the city guards and get everyone arrested.
 

Gabanuka

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TheDrunkNinja said:
1. If I start attacking the group, they'll know I'm against them, and then I can't travel with them anymore. That means for every session I'm at, I'll only be doing things with the DM, never being able to react with the group unless we come across each other, and therefore have to fight. That's boring for me. The whole point of these D&D sessions is so that I can get together with my friends and have a cool adventure with them.

2. "Kill the healer" doesn't work like it does in WoW (which I'm assuming is you're source material). Killing the healer involves me killing my friend's character. A character which he has worked with this entire campaign. Even if I could, I'd be the biggest asshole for actually trying to govern what is HIS character's fate. D&D is about fun, not winning. I want to be a sneaky saboteur so that I can create some fun and creative scenarios which will challenge the group, not out-right murder them and start laughing like an asshole as I completely ruin the game.
So you want to betray your group but not kill anyone, can you tell us that next time please. I assumed you where as big a asshole as me (I've killed our entire group before, luckily my friends got over it) If you want to hinder them on there quest but not kill them, why not convice one of your group to join you (that way your not alone) and run away in the night. Then for the rest of the game you can be the antagonist. Its what I've done and it worked well.
If you want to be a really *****, take the best fighter. Then its harder (but not impossible) for them in the more brutal encounters.
 

Mr. Grey

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TheDrunkNinja said:
Sorry, I just thought it'd be kind of humorous to have a battle worthy of an epic. I guess I overlooked the fact they've been building their character for the longest time. I don't know a whole lot about the whole thing, but I had forgotten about that.

Hmm... guess I don't have any useful advice then. Unless... is there any way you can create a delayed reaction with the poison? Brought on by stress of the player? Or is that a bit too complicated?
 

Denamic

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The easiest would be to talk with the DM and arrange for certain actions like hiring mercs to attack the party without your friends knowing.
And then either intentionally 'mess up' in the fight or downright join the mercs to fight your party.
You could also have them poisoned or otherwise incapacitated when resting to sell them out to whatever.
Or perhaps just steal their shit and flee.
 

Mr. Grey

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ogreloot said:
Thanks Mr Grey, I have to dig my dictionary out of storage...oh wait, I am on the internet....
No problem.

And yeah, I like using big words... save for when I don't.
 

TheDrunkNinja

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Gabanuka said:
So you want to betray your group but not kill anyone, can you tell us that next time please. I assumed you where as big a asshole as me (I've killed our entire group before, luckily my friends got over it) If you want to hinder them on there quest but not kill them, why not convice one of your group to join you (that way your not alone) and run away in the night. Then for the rest of the game you can be the antagonist. Its what I've done and it worked well.
I figured that it would be obvious to anyone that plays D&D that I'm not the only person playing the damn game. Also, you're friends must have the patience of a saint.

I'd have to really be careful about convincing people. As far as I can think, I'm pretty sure everybody is loyal to our self-appointed leader of the group, so I don't know if I could persuade them to my side.
 

TheDrunkNinja

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Mr. Grey said:
TheDrunkNinja said:
Sorry, I just thought it'd be kind of humorous to have a battle worthy of an epic. I guess I overlooked the fact they've been building their character for the longest time. I don't know a whole lot about the whole thing, but I had forgotten about that.

Hmm... guess I don't have any useful advice then. Unless... is there any way you can create a delayed reaction with the poison? Brought on by stress of the player? Or is that a bit too complicated?
S'cool. But the poison idea is something I haven't thought up yet. I'd have to clarify that with my DM, but I am a Drow, poison expert. And a poison brought on by stress? Undetectable until the worst time? That's a really good idea! I'll definitely try for it.
 

Gabanuka

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TheDrunkNinja said:
Gabanuka said:
So you want to betray your group but not kill anyone, can you tell us that next time please. I assumed you where as big a asshole as me (I've killed our entire group before, luckily my friends got over it) If you want to hinder them on there quest but not kill them, why not convice one of your group to join you (that way your not alone) and run away in the night. Then for the rest of the game you can be the antagonist. Its what I've done and it worked well.
I figured that it would be obvious to anyone that plays D&D that I'm not the only person playing the damn game. Also, you're friends must have the patience of a saint.

I'd have to really be careful about convincing people. As far as I can think, I'm pretty sure everybody is loyal to our self-appointed leader of the group, so I don't know if I could persuade them to my side.
Bribery might work, tell them the god will reward them if they serve him. If not, maybe the DM could toss you a bone and give you a NPC to help you or something. (just saying, most of the time I'm the DM. So my sugestions may not work. BTW, I only killed the entire group because the DM wanted to end the game, my friends understood.)
 

TheDrunkNinja

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AdamRBi said:
Step 1: Tell no one, not even the DM. Unless the DM is cruel themselves and would love to see you help him eventually disrupt the rest of the players then it best not to let him know the surprise twist less they turn on you.

Step 2: Divide the group. Wether it be on the field or better yet in battle. If you're strong enough you can survive on your own and fool some players in to helping you. If all goes well the players would be spaced out on the battle field and take more damage.

Step 3: Ease back on attacking enemies unless they attack you. The less attention you draw to yourself the longer you'll survive and the more damage others will take.

Step 4: Resources and Knowledge. Up your skills in this and you may have a chance of fooling the others in to thinking that what ever you need to do to revive your god is what they need to do to make sure he's never released.

Step 5: Hired Assassins to keep the players on their toes and weaken them during times of rest, delaying them until you can accomplish your goal. Killing is fine too, but I'd like to think this is still a game so we want everyone to at least still play. Though this would require enough trust in your DM not to rat you out. Also leave no traces, burn the evidence.

Step 6: "Is Karathanos really such a bad guy? Think about it, would a god devoted to conquering the world really want to destroy it? There might be more to this then we thought, do you mind if I continue to research this?" Cause is there anything quite like telling the truth to their face without revealing your true intentions? Just don't be too sinister about it, less you give yourself away.

Step 7: Counter-Active Strategy. Plan your moves to complicate or disrupt your teammates plans and make it seem like their fault. This way nothing gets accomplished, your goals are still met, and nobody blames you. You just got to be sneaky enough about it.

Remember, these steps are not in order. Use them to your own liking.

dragontiers said:
As a sorcerer, you're best way to harm the party from the inside is to try and use the bigger, flashier spells in ways your party gets hurt. Splash damage is your new friend.
This would make a nice Step 8.

dragontiers said:
Also, make sure the DM is aware of what you are doing. He can help you out with covering your tracks. Plus, if you want to do something like hiring thugs to ambush you, or "borrow" equipment from your party members, he'll need a heads up so that he doesn't give it away to the rest of your party.
And you ninja'd my Step 5!
Alright, this I like. Step 5 and 6 are definitely something I can accomplish. I should probably start writing this stuff down. Thanks to the both of ya!
 

TheDrunkNinja

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Gabanuka said:
TheDrunkNinja said:
I figured that it would be obvious to anyone that plays D&D that I'm not the only person playing the damn game. Also, you're friends must have the patience of a saint.

I'd have to really be careful about convincing people. As far as I can think, I'm pretty sure everybody is loyal to our self-appointed leader of the group, so I don't know if I could persuade them to my side.
Bribery might work, tell them the god will reward them if they serve him. If not, maybe the DM could toss you a bone and give you a NPC to help you or something. (just saying, most of the time I'm the DM. So my sugestions may not work.)
Hmmm... that could work. I know one of them who is particularly greedy, I'd just have to get the money or whatever else he may want. In order for this to work, I'm gonna have to ask the DM to cut me some slack. Also, I got this spell which makes anybody do a single order that I give them, so perhaps with some phrasing, I could get myself a good minion. :D
 

Mr. Grey

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TheDrunkNinja said:
Mr. Grey said:
Hmm... guess I don't have any useful advice then. Unless... is there any way you can create a delayed reaction with the poison? Brought on by stress of the player? Or is that a bit too complicated?
S'cool. But the poison idea is something I haven't thought up yet. I'd have to clarify that with my DM, but I am a Drow, poison expert. And a poison brought on by stress? Undetectable until the worst time? That's a really good idea! I'll definitely try for it.
I hope it all works out for ya. The list, the poison and the bribery.
 

Tonimata

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Damn, and here's me thinking it was going to be an epic re-enactment of the Harold Pinter play in D&D...

Mind, I'd TOTALLY dig that.
 

Gabanuka

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TheDrunkNinja said:
Also, I got this spell which makes anybody do a single order that I give them, so perhaps with some phrasing, I could get myself a good minion. :D
If you want to cheat the system, use that spell and say "you are now my slave, till death". Make sure there are NO loop holes, if they are crafty enough they will find one.