jbear
First Post
If the players are on board then no worries... how to make if dramatic... that is the question I think.
Let them gain something in the encounter which can aid them on their mission that they will be hooked into and then take away all the other things you have decided will be lost. That way it won't feel like they are totally helpless and unable to affect what is happening around them. The will affect something just not what you don't want them to be able to affect.
I don't know what is going on in our campaign... so here is an example which may not be appropriate, but you can apply the idea to your own needs.
1st obstacle: getting the artifact out of their hands willingly
How about upon retrieving something really important to their cause at the top of an ancient tower, the tower begins to crumble as the tower's guardian awakens intent on destroying the thieves. The artifact if driven into it's mouth/head/pick a place will buy the PCs enough time to make it out alive
Splitting up the PCs:
As they get near the stairs to escape, your villain appears, removes the artifact and the rumble starts again. Cackling wildly he disappears. Trouble! Got to get out fast: Skill challenge to escape. Each PC has to resolve their own skill challenge individually (complexity 1 3/3 fails); Think of lots of ways for them to be able to get out, hopefully they will choose different routes to benefit from their higher skills... magic portways for your arcane characters, climbing out the window for the athletes or leaping from one broken stairway to the other.
Taking out the kidnap victims:
The Villain has not finished with the pcs, however he's unlikely to want to risk the chance of burying himself beneath the rubble. So he's going to need some helpers. maybe something that can fly in and out of windows, blasting at the PCs will. Don't even bother with damage, Slow effect is deadly enough and then sleep. You could actually have the tower mapped out and relevant places marked where PCs are allowed to make a roll on the skill challenge. That way actual movement is involved. When you attack with your 'flying imps', go for the PCs you want first, until they 'drop unconscious'. Rough the others up as well. The NPCs, don't bother, they simply 'don't make it out' at least as far as the pcs are concerned initially. Hopefully your pcs will be too worried about themselves to be concerned with what they are doing.
Each round spent in the crumbling tower could mean taking 'falling debris damage'; allow perception, dungeoneering, acrobacy and other clever ideas counter this damage. Even suggest it to the players so they are aware it is possible. The damage could increase cumulatively. When the kindnap victims drop unconscious then the web is closed.
Escape route for the PCs who are not captured.
When the situation has reached the moment you have achieved what you desire, something happens that obliges the PCs to get out NOW!! The final collapse occurs, or whatever. Otherwise they are going to be picking people up and carrying them... but hopefully you have isolated them beforehand. Something like this: Everyone make an Intuition roll: Success: this is coming down, you need to get out now!!! Make a SThrow now; +4 if you made Intuition check. Success: give successes needed to finish challenge; you made it out (how did you do it?) Fail (things got complicated) Lose a HSurge; Dungeoneering Check to keep your head, Perception to find an escape route, Athletics to leap out of the way etc. If you succeed +2 on SThrow; success (out), Fail: repeat ; when skill challenged reaches third fail the PCs is thrown clear of tower with no HSurges left and bloodied.
Villain has artifacts, his minions have swept up the kidnap victims, and the other pcs are alive, bruised and battered but still clutching whatever it was they went there for in the first place. something important. and so despite the losses, they are still victorious.
If the pcs still manage to outwit you... I'd let it be. At least you should have guaranteed the capture of the artifact and the npcs.
Let them gain something in the encounter which can aid them on their mission that they will be hooked into and then take away all the other things you have decided will be lost. That way it won't feel like they are totally helpless and unable to affect what is happening around them. The will affect something just not what you don't want them to be able to affect.
I don't know what is going on in our campaign... so here is an example which may not be appropriate, but you can apply the idea to your own needs.
1st obstacle: getting the artifact out of their hands willingly
How about upon retrieving something really important to their cause at the top of an ancient tower, the tower begins to crumble as the tower's guardian awakens intent on destroying the thieves. The artifact if driven into it's mouth/head/pick a place will buy the PCs enough time to make it out alive
Splitting up the PCs:
As they get near the stairs to escape, your villain appears, removes the artifact and the rumble starts again. Cackling wildly he disappears. Trouble! Got to get out fast: Skill challenge to escape. Each PC has to resolve their own skill challenge individually (complexity 1 3/3 fails); Think of lots of ways for them to be able to get out, hopefully they will choose different routes to benefit from their higher skills... magic portways for your arcane characters, climbing out the window for the athletes or leaping from one broken stairway to the other.
Taking out the kidnap victims:
The Villain has not finished with the pcs, however he's unlikely to want to risk the chance of burying himself beneath the rubble. So he's going to need some helpers. maybe something that can fly in and out of windows, blasting at the PCs will. Don't even bother with damage, Slow effect is deadly enough and then sleep. You could actually have the tower mapped out and relevant places marked where PCs are allowed to make a roll on the skill challenge. That way actual movement is involved. When you attack with your 'flying imps', go for the PCs you want first, until they 'drop unconscious'. Rough the others up as well. The NPCs, don't bother, they simply 'don't make it out' at least as far as the pcs are concerned initially. Hopefully your pcs will be too worried about themselves to be concerned with what they are doing.
Each round spent in the crumbling tower could mean taking 'falling debris damage'; allow perception, dungeoneering, acrobacy and other clever ideas counter this damage. Even suggest it to the players so they are aware it is possible. The damage could increase cumulatively. When the kindnap victims drop unconscious then the web is closed.
Escape route for the PCs who are not captured.
When the situation has reached the moment you have achieved what you desire, something happens that obliges the PCs to get out NOW!! The final collapse occurs, or whatever. Otherwise they are going to be picking people up and carrying them... but hopefully you have isolated them beforehand. Something like this: Everyone make an Intuition roll: Success: this is coming down, you need to get out now!!! Make a SThrow now; +4 if you made Intuition check. Success: give successes needed to finish challenge; you made it out (how did you do it?) Fail (things got complicated) Lose a HSurge; Dungeoneering Check to keep your head, Perception to find an escape route, Athletics to leap out of the way etc. If you succeed +2 on SThrow; success (out), Fail: repeat ; when skill challenged reaches third fail the PCs is thrown clear of tower with no HSurges left and bloodied.
Villain has artifacts, his minions have swept up the kidnap victims, and the other pcs are alive, bruised and battered but still clutching whatever it was they went there for in the first place. something important. and so despite the losses, they are still victorious.
If the pcs still manage to outwit you... I'd let it be. At least you should have guaranteed the capture of the artifact and the npcs.