WarpedAcorn
First Post
So I'm running a homebrew campaign and in it one of the pcs decided to make a deal and work for the campaigns antagonist. He plans on killing the entire group but went at it poorly and he is essentially discovered. I need a way to keep him in the campaign but still be evil and try to kill the group. Any Ideas?
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Well the key notes here are that his plan failed and the other players discovered him. This is a failure on the evil player's part, and you as the DM should not intervene to force the evil player's plot to succeed. My advice is to have the evil player roll a new character and the existing evil character can either become an NPC henchmen of the antagonist OR, if the Party kills him, becomes a footnote in their story.
If you are absolutely intent on keep this specific character in the game despite his previous failure, then in order for him to continue with the party you have a few choices:
-His presence is required for plot reasons. Maybe his blood is needed to open a seal or he knows a secret passage through a lair. In this case he becomes a prisoner of the party.
-He escapes and has his form altered. Maybe via a Polymorph spell or Hat of Disguise. If your antagonist is especially cruel, maybe the he permanently mutilates the evil character for his failure, making him unrecognizable.
-The evil character gets a "Magical Compulsion" enchantment placed on them so that he becomes loyal to the party. Maybe another agent of the Antagonist sets this up and puts in a Dispel option so that he can be freed when the time comes.
There are a few ways you can go, but again I would suggest making the evil character an NPC and having the player bring someone new to the table.