My players just “commandeered” a bandit (read kidnapped). How can I make him powerful enough to backstab them without them realizing it?
Simple level 1 encounter a couple bandits attack the party, and instead of killing them all they take one and make him a “meat shield”. I want this “meat shield” to eventually turn on them for killing his friends. Probably around level 5 before he turns. I was thinking of having him team up with the BBEG and lead them to him, before turning and joining BBEG. My question is how can I make him continue to appear as a worthless bandit while in reality he’s becoming a legitimate threat?
Posted Apr 29, 2019, 1:47 AM UTC
Personally, I wouldn't try to make him powerful enough. I'd try to make him smart enough. If you're patient, and find the right place and time, it doesn't take much power to cause serious problems for people. He can pass information, sabotage an objective, cause them to lose something important, etc.
If you go this route, I don't think you can foresee the solution. Play it by ear. Have him try to gain their confidence, over time. Maybe he tells a good story about how he wound up a bandit, and gains some sympathy. Maybe he passes up chances to escape, because he's "a man of his word". Eventually, maybe he even takes some risks on behalf of the party. And you watch, and wait. The chance may never come; if it never comes because the players are just careful, well, good for them.
But you have a new plot card in your pocket. If the chance to screw them over ever comes up, he does it hard, especially if he thinks he can get the hell out of Dodge afterwards. Because the opportunity arose in play, it will naturally fit into the plot. This will, I think, seem much more authentic than boosting his power and having him actually attack someone.