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Capturing a Party... A call for experienced DMs
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<blockquote data-quote="Piratecat" data-source="post: 1524296" data-attributes="member: 2"><p>If you decide to go through with it, have the bad guys use spies (familiars, etc.) and divination magic to know when to strike. </p><p></p><p>I think Peskara has the right idea. When I tried to do this, I used a 3rd lvl spell (Althea's hammerblows) that did 1d6 subdual dmg per lvl with a fort save. It took the form of hundreds of pummeling fists and was regularly used by local law enforcement to subdue lawbreakers.</p><p></p><p>This was with 3e haste, and my group was roughly 16th lvl. I had a single 14th lvl wizard with his versions of the spell metamagicked, and two 1st lvl wizard lackeys with wands. All three hid on top of a building and ambushed the group as they walked down the street. All three were hasted.</p><p></p><p>Surprise round: Lackeys fire wands twice. Wizard casts spell twice, both empowered.</p><p></p><p>Round 1: Bad guys won initiative. Lackeys fire wands twice. Wizard casts spell three times, once quickened, twice normally. </p><p></p><p>Thus, before the group could act, they had taken over 80d6 of subdual damage (13 fort saves for half). It would have worked perfectly if the group hadn't gotten a clue earlier in the week through a divination spell and laid their own trap for the ambushers involving an illusory party created by an invisible PC. Only one PC was captured, and h was quickly regained by the rest of the group. Clever buggers. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Piratecat, post: 1524296, member: 2"] If you decide to go through with it, have the bad guys use spies (familiars, etc.) and divination magic to know when to strike. I think Peskara has the right idea. When I tried to do this, I used a 3rd lvl spell (Althea's hammerblows) that did 1d6 subdual dmg per lvl with a fort save. It took the form of hundreds of pummeling fists and was regularly used by local law enforcement to subdue lawbreakers. This was with 3e haste, and my group was roughly 16th lvl. I had a single 14th lvl wizard with his versions of the spell metamagicked, and two 1st lvl wizard lackeys with wands. All three hid on top of a building and ambushed the group as they walked down the street. All three were hasted. Surprise round: Lackeys fire wands twice. Wizard casts spell twice, both empowered. Round 1: Bad guys won initiative. Lackeys fire wands twice. Wizard casts spell three times, once quickened, twice normally. Thus, before the group could act, they had taken over 80d6 of subdual damage (13 fort saves for half). It would have worked perfectly if the group hadn't gotten a clue earlier in the week through a divination spell and laid their own trap for the ambushers involving an illusory party created by an invisible PC. Only one PC was captured, and h was quickly regained by the rest of the group. Clever buggers. :D [/QUOTE]
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