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PC's can't take a hint
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<blockquote data-quote="Kichwas" data-source="post: 1336294" data-attributes="member: 891"><p>It is key to note that yes, you should always give warning of a challenge that is too great to handle.</p><p></p><p>Whenever you're putting something 5+ ELs above the party you should give them plenty of clues that this will be too difficult and give them plenty of opportunity to avoid it.</p><p></p><p>That said I'm gathering from the first post that you have done this, and having done that you've done your fair duty. If they insist on continuing then they get what they get...</p><p></p><p>I would not provide an escape for even one PC, but if they find it and they can pull it off the game continues. Otherwise it's TPK and new party design time.</p><p></p><p>As for capturing PCs, consider Hobgoblins. If I had a batch of them capture the PCs, the very first thing they would do would be taken out of Star Trek III - I'd have a Hobgoblin officer order one of them killed, and a soldier would move behind the PCs, I'd roll a a die and do a coup de grace on that player's PC...</p><p></p><p>With the PC down, they'd put another sword or two into him/her, 'to make sure'.</p><p></p><p>Then we'd move on, with the players knowing these creatures offer no quarter, no mercy - the rest of them are headed for the slave markets of Bet Kalamar or Norga-Krangel - with the exception of the party cleric, who would be bound for sacrifice to the Dark One in the holy city of Rinukagh.</p><p></p><p>Of course, even before the encounter I'd remind them of how harsh Hobgoblins are - so they would in essense be choosing that outcome if we ended up there.</p><p></p><p>Not all creatures would react with so little mercy, but Hobgoblins sure would.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 1336294, member: 891"] It is key to note that yes, you should always give warning of a challenge that is too great to handle. Whenever you're putting something 5+ ELs above the party you should give them plenty of clues that this will be too difficult and give them plenty of opportunity to avoid it. That said I'm gathering from the first post that you have done this, and having done that you've done your fair duty. If they insist on continuing then they get what they get... I would not provide an escape for even one PC, but if they find it and they can pull it off the game continues. Otherwise it's TPK and new party design time. As for capturing PCs, consider Hobgoblins. If I had a batch of them capture the PCs, the very first thing they would do would be taken out of Star Trek III - I'd have a Hobgoblin officer order one of them killed, and a soldier would move behind the PCs, I'd roll a a die and do a coup de grace on that player's PC... With the PC down, they'd put another sword or two into him/her, 'to make sure'. Then we'd move on, with the players knowing these creatures offer no quarter, no mercy - the rest of them are headed for the slave markets of Bet Kalamar or Norga-Krangel - with the exception of the party cleric, who would be bound for sacrifice to the Dark One in the holy city of Rinukagh. Of course, even before the encounter I'd remind them of how harsh Hobgoblins are - so they would in essense be choosing that outcome if we ended up there. Not all creatures would react with so little mercy, but Hobgoblins sure would. [/QUOTE]
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