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Tactics class. Begin now.
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<blockquote data-quote="cptg1481" data-source="post: 991513" data-attributes="member: 5360"><p><strong>Here's mine</strong></p><p></p><p>I don't know how much detail you guys get into when discussing daily activities or role playing them but in any group there are times when you just need to be alone...absolutely alone. I mean going to the privy, sleeping, etc. </p><p></p><p>IMO while sleeping presents the best opportunity to take a single player or to take them one at a time. While sleeping unless they have some serious wards and guards they are going to to be vulnerable to someone who teleports into thier chamber silenced, under a non-detection spell, with improoved invisibility and bulls strength (for carrying the victim). </p><p></p><p>Say a rogue or assassin with a very potent type of inhaled poison (you can make up something strong enough to beat thier DC's since they are wizards right, it doesn't have to be stock to the game, make it virtually impossible for them to beat) and sneak in with a breathing mask (ala savage species) and uncork the bottle in thier face. </p><p></p><p>They get a fort save and when they fail they are totally knocked out (no chance of revival) for 3d4 hours/days whatever you want. </p><p></p><p>They are then teleported (teleprotation circle) out by said rogue via item or scroll and his use magic device skill to the BBEG hideout. </p><p></p><p>They wake up later with a headache in chains (the kind that sap your strength see AEG's Mercenary Guide so they can't break out) with no weapons, armor, or spells prepared since they didn't study. If they are sorcerers then you'll need them silenced, deafened or totally immoble to keep them from casting spells. </p><p></p><p>You could do this once each night for a number of nights or once depending on what you need to make the plot advance. </p><p></p><p>You can add tension by taking the players asside one by one and alone and just talking to the ones you aren't going to capture for a few minutes (5-10) while handling the encounter with the victim seperately. It'll make them wonder what's up, then when you get them all together in the AM they find thier buddy missing with no clues or some if you want an investigation. </p><p></p><p>That's my plan...</p><p></p><p></p><p></p><p>Sin</p></blockquote><p></p>
[QUOTE="cptg1481, post: 991513, member: 5360"] [b]Here's mine[/b] I don't know how much detail you guys get into when discussing daily activities or role playing them but in any group there are times when you just need to be alone...absolutely alone. I mean going to the privy, sleeping, etc. IMO while sleeping presents the best opportunity to take a single player or to take them one at a time. While sleeping unless they have some serious wards and guards they are going to to be vulnerable to someone who teleports into thier chamber silenced, under a non-detection spell, with improoved invisibility and bulls strength (for carrying the victim). Say a rogue or assassin with a very potent type of inhaled poison (you can make up something strong enough to beat thier DC's since they are wizards right, it doesn't have to be stock to the game, make it virtually impossible for them to beat) and sneak in with a breathing mask (ala savage species) and uncork the bottle in thier face. They get a fort save and when they fail they are totally knocked out (no chance of revival) for 3d4 hours/days whatever you want. They are then teleported (teleprotation circle) out by said rogue via item or scroll and his use magic device skill to the BBEG hideout. They wake up later with a headache in chains (the kind that sap your strength see AEG's Mercenary Guide so they can't break out) with no weapons, armor, or spells prepared since they didn't study. If they are sorcerers then you'll need them silenced, deafened or totally immoble to keep them from casting spells. You could do this once each night for a number of nights or once depending on what you need to make the plot advance. You can add tension by taking the players asside one by one and alone and just talking to the ones you aren't going to capture for a few minutes (5-10) while handling the encounter with the victim seperately. It'll make them wonder what's up, then when you get them all together in the AM they find thier buddy missing with no clues or some if you want an investigation. That's my plan... Sin [/QUOTE]
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