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Advice for my game, please. Party captures.
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<blockquote data-quote="RangerWickett" data-source="post: 1203401" data-attributes="member: 63"><p>It ended up that we missed out on the actual spooky Halloween aspect of the adventure, because the group spent the early part of the game preparing and roleplaying for fun, which helped ease my guilt. I had several NPCs warn them to be careful because spies might have leaked information for where they'd be, and the party itself even took some mild precautions, so it was obvious they didn't think an attack was an impossibility.</p><p></p><p>The best thing was, though, they brought along a V.I.P. who the bad guys would want to capture even more than they were interested in the PCs. So they go to this dangerous location where they think the conditions are right to fix the powerful artifact. Soon after they arrive, a scrying sensor is noticed, scanning the area. They <em>all</em> have anti-scrying defenses on them, even the ranger's animal companion and one PC's horse, so it's obvious the person scrying on them can't see anything. But then one of the PCs who is closely monitoring the scrying sensor senses a spell being cast through it. I roll randomly to determine what gets affected by the area dispel magic, and it's the horse. The group quickly figures out that the horse is now visible to scrying.</p><p></p><p>So now the scrying sensor can see a horse, complete with saddle and equipment, which apparently a moment before was protected by anti-scrying magic. The players spend precious moments debating what to do as the scrying sensor casts more spells (<em>and before you rules-lawyers out there complain, they've seen long-distance scrying spellcasting like this before, so it's not like they were surprised</em>), including a dimensional lock on the area, then a wall of force, which randomly traps about half the party.</p><p></p><p>The group tries to free their friends and dispel the lock, or at least get out of the area, but attempts are slow enough that the enemy forces arrive, teleporting in just outside of the dimensionally-locked area.</p><p></p><p>Now, true to PC form, the group gives my 'impossible to defeat' ambush squad a run for its money. True, they never touch the 20th level supreme inquisitor spellcaster who's in charge, but even though that 20th level mage was flinging <em>power word stun</em> and <em>mass hold monster</em> around, they take out several of her bodyguards and stall long enough for two NPCs to escape with the artifact. One PC nearly escapes, but decides to come back to distract the 20th level mage so that their NPC allies can escape with the artifact.</p><p></p><p>They put up a good fight, and are already both wondering how they'll escape, and lamenting all the cool items they're going to lose. Now I have a few days to think of how I can set up the escape attempt from the husk mines.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1203401, member: 63"] It ended up that we missed out on the actual spooky Halloween aspect of the adventure, because the group spent the early part of the game preparing and roleplaying for fun, which helped ease my guilt. I had several NPCs warn them to be careful because spies might have leaked information for where they'd be, and the party itself even took some mild precautions, so it was obvious they didn't think an attack was an impossibility. The best thing was, though, they brought along a V.I.P. who the bad guys would want to capture even more than they were interested in the PCs. So they go to this dangerous location where they think the conditions are right to fix the powerful artifact. Soon after they arrive, a scrying sensor is noticed, scanning the area. They [i]all[/i] have anti-scrying defenses on them, even the ranger's animal companion and one PC's horse, so it's obvious the person scrying on them can't see anything. But then one of the PCs who is closely monitoring the scrying sensor senses a spell being cast through it. I roll randomly to determine what gets affected by the area dispel magic, and it's the horse. The group quickly figures out that the horse is now visible to scrying. So now the scrying sensor can see a horse, complete with saddle and equipment, which apparently a moment before was protected by anti-scrying magic. The players spend precious moments debating what to do as the scrying sensor casts more spells ([i]and before you rules-lawyers out there complain, they've seen long-distance scrying spellcasting like this before, so it's not like they were surprised[/i]), including a dimensional lock on the area, then a wall of force, which randomly traps about half the party. The group tries to free their friends and dispel the lock, or at least get out of the area, but attempts are slow enough that the enemy forces arrive, teleporting in just outside of the dimensionally-locked area. Now, true to PC form, the group gives my 'impossible to defeat' ambush squad a run for its money. True, they never touch the 20th level supreme inquisitor spellcaster who's in charge, but even though that 20th level mage was flinging [i]power word stun[/i] and [i]mass hold monster[/i] around, they take out several of her bodyguards and stall long enough for two NPCs to escape with the artifact. One PC nearly escapes, but decides to come back to distract the 20th level mage so that their NPC allies can escape with the artifact. They put up a good fight, and are already both wondering how they'll escape, and lamenting all the cool items they're going to lose. Now I have a few days to think of how I can set up the escape attempt from the husk mines. [/QUOTE]
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