Capture those PCs

schporto

First Post
So I want to capture my PCs using the town gaurd. Not kill them. I want them alive. Most of the town gaurd is gonna be low level. I'm looking for ideas.
The are 5 PCs:
Monk 6
Firghter 5/Sorcerer 1
Cleric 5
Druid 5
Ranger 6
I don't want to catch them in an ambush. My only ideas so far are the town gaurd may have a SWAT team to deal with rowdy adventurers. Or the town gaurds always immediately cast antimagic field on any building themselves before entering a fray.
Any ideas?
-cpd
 

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is the party good? does the gaurd have legitimate reason to haul them in ie did the PCs break any laws? If they have I'd just send the gaurd to them and request they surrender.
 

What level are the guards? Do they access to high-level magic? If so, then it's pretty much a moot point. If not, then it gets a bit more challenging.

Tanglefoot bags are essential. When that doesn't work, throw some more at them.

What is the alignment of the city? You could use some kind of knockout poison as well.
 

If the town guard is low level, they won't have an anti-magic field. It is VERY difficult to take PCs captive, and many PCs would rather die first. Be warned. Crothian is right that the group might respect being arrested if approached properly.

In addition to traditional methods (such as con, dex or str-sapping poison gas) I think your best bet might be using a sorcerer with a subdual substitution feat (normal dmg --> subdual dmg) and a whole lotta fireballs. You can also have this in a wand and give it to 1st lvl wizards on the town guard.
 
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just go "and now you are all captured by the town guard and in prison without any equipment" players love it when you do that ;)
 

A high-level (access to 8th level spells) LG Wizard of some renown, who just happened to be passing through town when the guard decided they needed to apprehend the party, was approached by the guard to assist. Mass Hold Person would probably do the trick for most if not all, and a wizard like that would add more than enough non-lethal firepower to finish the job, otherwise.
 

You could have a wizard of the town guard who can cast 3rd lvl spells use deep slumber, then take their weapons while they sleep. After that they would probably be willing to go to the jail and await their trial if assured their weapons are returned if innocent.
 

I too support the use of tanglefoot bags and poison-gas grenades in the subdual of adventurers. Also, large numbers of the guard flanking and aiding each other, armed with saps or truncheons. The subdual substitution suggestion is also a good one if there's a spellcaster amongst the guard.

Demiurge out.
 

Crothian said:
just go "and now you are all captured by the town guard and in prison without any equipment" players love it when you do that ;)


Oh...my players LOVE it when I do that.....actually I've never done that. I have tired to capture PCs however like piratecat sez PCs are very good at coming up with plans to get away. To this day I've never been able to capture PCs
 

Party is good, but the charges are gonna be trumped up. I'm willing to let them get away,b ut I'd like to capture them. If they prove resourceful then yeah they get away. My challenge is making it a believeable challenge.
Think about it. Most cities in DND will have adventurers. Town gaurds must have some kind of way to handle them. Adventurers attract trouble. Most town gaurd is probably a 5 man patrol. That's why I thought up some kind of SWAT team.
So I'm liking the idea of alchemical items. Tanglefoot bags, knockout gas, sleep spells (1st level rogues with UMD can do that and could be on the milita).
Thanks folks.
-cpd
 

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