How prepared is “too prepared” for an endgame-like NPC

balancednd-5egm-techniquesnpcvillain

I'm currently running a guild heavy campaign with the two major guilds being the Bandit's Guild and the Adventurer's Guild. The bandits guild runs in territories where noble rank and lord rank bandits being the sort of mafia-head of those areas.

There is a bandit king that doesn't really run anything, he's more of a figure head that other bandits bow their knee to out of respect rather than out of authority. He's kind of a guy that has tools upon tools, but I'm wondering how much is too much.

I kinda want to give him a couple bags of holding each filled with 500lbs worth of Talismans of Ultimate Evil and Talismans of Pure Good as a trick, but I don't know if that's too cruel or not cruel enough. I feel like him turning the bag inside out at someone is kind of a "rocks fall you die", but it is also survivable. I wanna give this guy a Lupin the 3rd "how many tricks does this guy have up his sleeve" type feel, not "man, I'm never chasing after that guy again" vibes.

Would this type of trick be too demoralizing/dirty to use? "You take 4000(or more)d6 radiant/necrotic damage" does sound really fun to say, though. (He has levels in artificer and rogue is how I plan to plot together the seemingly godlike talisman collection.)

What game am I playing?
It's a game designed to run off of the DnD 5E engine.

Are the players aware of this character and their reputation before they meet them?
They will be aware of the character, mostly due to other NPCs claiming to be him. These NPCs (bandit nobles and bandit lords) are going to be designed to be tough to hint that this Bandit King is very strong, and depending on how they approach it they could end up hearing many fantastical stories about him throughout the game.

Are you trying to give this character 'tricks' which can be used to circumvent PC plans (more utility), or outright damage?

Deterrents and distractions are a big part of his kit. Guy is a heist master, so tricks would probably be more in his wheelhouse, but damage also isn't off the table because he is a guy who can steal from gods, and then fall off of the radar.

I also kinda want him to be something that gives PCs ideas for builds in future games. A sort of "wow, and this is something I could potentially build as a player?"

What level are the players, how many are in the party, how long has this campaign been going on?

It's a party of 3, currently. It's designed as a world starting from 1 and going to 20 if the players stick with it (trying to design a world I can pop any players into and have it just go). My most recent party has lasted for 4 sessions so far with another one planned next month. They are about to do get their lead ranking from a level 3 challenge quest and then check out the world a bit. The bandits guild has shown interest in a couple of the players. One is an experiment in giving creatures magical powers which did have side effects, and another is from a merchants guild family and blackmailed a bandit lord who thought it was cute and passed a few PP her way. I figure if they run into him at level 3, he can just misty-step away, no problem. I have plenty of experience at running low level campaigns, I just don't know how much is too much at high levels. Watching player struggle to breath at level 3 kinda makes me wary of how I should design endgame beings. It also doesn't help that their comp isn't the greatest, but it is interesting and I want to tell a good story. A cleric that doesn't know they're a cleric and is prone to panic attacks, a changeling bard that killed their sister and took her place, and a half-orc sorcerer that has some strange necrosis going on has a lot of use-able plot points.

Am I thinking too far ahead, and shouldn't worry about something that is this late game? There's still like 5 bandit lords, and 20 bandit nobles to introduce, and then the list of generic bandits that run under their organization, and one of those bandit lords is a beholder that made a deal with Asmodeus to perma-illusion a human over the top of him to everyone except himself, which is more like mid-game content. Not sure how much more detail I should add, but I'll add as much as I can if it helps kinda figure out if a talisman bomb is too much, or if I need to dial things down a bit. There's a chance this character never makes an appearance and is lost to the shadows on a spreadsheet at the bottom of an ssd, and there's a chance that players decide they want to try the world on level 20 in a parallel universe or something.

How many talismans of ultimate evil exist in your world? Even if this is the most perfect plan and amazingly balanced, as a player I would be really confused that they were not only not unique, but that one person could obtain loads of them. Its not exactly believable.

The idea is that he discovered and heisted what few talismans existed in the world, did a bit of reverse engineering through "artificer yada yada yada", figured out what he'd need to make them, and made a bunch during a month long vacation to the outer realms. I could probably tone it down to less totems, because 1000lbs worth of totems seems like a lot of hours to put in, but toning it down seems like a good point. This is an entity that basically has the ability to run the world if they wanted to, but prefers a quiet peaceful life of being left alone, which is why he created the adventures guild as a way to stay a step ahead of the other high-ranking bandits. Right now he is my "last guy", but as we approach the end, he might just become the guy holding back the flood gates, and I'd assume they'd be massive flood gates at level 20

On reading the update, is this question about designing the toolkit of this NPC, or about the viability of the described talisman-bomb? This feels like it's trying to pull double-duty.

After all the questions started hitting I kinda got lost on the original idea for the question. I'll probably let this thread die because the questions asked gave me even more things to think about fleshing this guy out. There are a lot of directions I can go with this guy, and the questions asked about my question kinda helped me figure out some important things I might have missed.

Thanks for the feedback, it gave me some direction on this, sorry about not really having a resolvable question, or having one and losing it in train of thought. I've got a lot going on in this world, and we're getting closer and closer to the end of prepared content. Again, sorry for losing my original question, but thanks a lot for the help!

Best Answer

Make your worldbuilding believable

You've told us that this person has thousands of legendary items. That's enough wealth to buy the kingdom. That's enough wealth to buy all the kingdoms!

If he can make legendary items that cheaply, then why is he a bandit, instead of the greatest artificer ever known?

Is the rest of his gear similarly legendary? Is he wearing +3 armor and a +3 shield, et cetera, et cetera?

The books that give +2 stat are only "very rare". Has he manufactured ten of each book and maxed out all his stats? Has he done the same for all his friends?

I don't think there's a believable way to give this guy that much wealth and still have him be a bandit king.

The problem is the wealth is being used inefficiently

It's like if you did a fight against the US President, and he had an attack called the Billion Dollar Bill Chaingun, which was a gun that shot rolled-up billion-dollar bills at people.

Players would say: "okay, we get it, this guy is absurdly insanely rich. But is this really the best use he could think of for that money?"

Your proposed trick requires house rules to work

You've told us that the bandit would "turn the bag inside out at someone", but there are no rules for how many talismans would touch the target if this happened. The rules just say:

If the bag is turned inside out, its contents spill forth, unharmed...

and it's not clear that the contents would touch anyone, and it's also not clear that more of them would touch the player character than the person who's actually holding the bag.

You can houserule this to work, of course. But if you're willing to use DM power to produce house rules for this, it seems like you could houserule something that would be simpler and more believable, and it would make for a better game.