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Capture those PCs
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<blockquote data-quote="painandgreed" data-source="post: 2029525" data-attributes="member: 24969"><p>I'm for sending the guard to arrest the party and asking them to surrender but be willing to fight. The challenge for the party will be to escape without killing anybody. If they surrender, clerics will probably be called and spells cast and they'll be freed in pretty short order. The best thing would probably be for the party to surrender while one or two characters escape to notify authorities sypathetic to the adventurers to make sure they aren't railroaded through the "legal system". If they surrender, you continue with your plot line, and if they escape, they have to figure out what is going on and clear themselves (perhaps by surrendering to authorities they know are good and will care about if they are guilty or not).</p><p></p><p>If they kill the guardsmen, then they're in for a world of hurt if people know who they are. From that point, it's just a matter of more and better guards continuously coming after the characters till they are captured. After killing the first couple of bunches, there would be no real way to ever clear yourself and the only choice is to leave the country (with a bad rep following you).</p><p></p><p>As for how the guard might capture a vastly powerful adventurer party (in relation to the guard), there are several options. First, is just to have the guard approach the party and explain the situation and tell them that there is no way the guard can beat them, and if they refuse, the gaurd will simply leave but they inform their superiors. Once the hire ups are informed, then a larger better trained group will come for them that will fight. Perhaps a posse of the local militia. Thus the party will have the choice of surrendering or facing many of the local townsfolk in combat and killing them all. Another choice is to try and poison the party. Do they go to the tavern? Do they drink? Slip them some slow acting str poison in their drinks. After they've had a few it starts to take effect and the gaurd comes in and hits them with tangle foot bags. Another plan might be to split up the party first. Offer one or two with "business offers" that must be dealt with one on one only to be traps. Perhaps try using a pretty local girl to lure one of the party off by themselves into a trap. Roleplaying-wise, just go through the various things as if they were planned town encounters for each person and once everybody is commited or not, spring the traps. Get evenone or two of the party seperated and the party becomes less of a problem. Capture one or two and the rest will be more likely to surrender.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2029525, member: 24969"] I'm for sending the guard to arrest the party and asking them to surrender but be willing to fight. The challenge for the party will be to escape without killing anybody. If they surrender, clerics will probably be called and spells cast and they'll be freed in pretty short order. The best thing would probably be for the party to surrender while one or two characters escape to notify authorities sypathetic to the adventurers to make sure they aren't railroaded through the "legal system". If they surrender, you continue with your plot line, and if they escape, they have to figure out what is going on and clear themselves (perhaps by surrendering to authorities they know are good and will care about if they are guilty or not). If they kill the guardsmen, then they're in for a world of hurt if people know who they are. From that point, it's just a matter of more and better guards continuously coming after the characters till they are captured. After killing the first couple of bunches, there would be no real way to ever clear yourself and the only choice is to leave the country (with a bad rep following you). As for how the guard might capture a vastly powerful adventurer party (in relation to the guard), there are several options. First, is just to have the guard approach the party and explain the situation and tell them that there is no way the guard can beat them, and if they refuse, the gaurd will simply leave but they inform their superiors. Once the hire ups are informed, then a larger better trained group will come for them that will fight. Perhaps a posse of the local militia. Thus the party will have the choice of surrendering or facing many of the local townsfolk in combat and killing them all. Another choice is to try and poison the party. Do they go to the tavern? Do they drink? Slip them some slow acting str poison in their drinks. After they've had a few it starts to take effect and the gaurd comes in and hits them with tangle foot bags. Another plan might be to split up the party first. Offer one or two with "business offers" that must be dealt with one on one only to be traps. Perhaps try using a pretty local girl to lure one of the party off by themselves into a trap. Roleplaying-wise, just go through the various things as if they were planned town encounters for each person and once everybody is commited or not, spring the traps. Get evenone or two of the party seperated and the party becomes less of a problem. Capture one or two and the rest will be more likely to surrender. [/QUOTE]
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