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Capturing a Party... A call for experienced DMs
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<blockquote data-quote="Ozmar" data-source="post: 1524313" data-attributes="member: 8021"><p>Just send a goon squad with total EL about 3 or 4 points above the party and orders to capture alive. Have the goons start out dealing subdual for the first 2-3 rounds and then switch to lethal damage. As long as a target has any subdual damage, the odds are that they'll be alive when they finally drop.</p><p></p><p>Also, have the goons make liberal use of disarms, sunders, trips, and grappling. Or bull rush them into pits and throw down the lids. Use nets, caltrops (to slow their escape) and tanglefoot bags.</p><p></p><p>And then to top it all off, have a cleric and wizard of the party's level + 1 to cast <em>hold person</em>, <em>sleep</em>, <em>charm person</em>, <em>fear </em> (directed so they run into a second ambush or pit-trapped area), <em>entangle </em> (ok, druid), <em>web </em> and other similar spells.</p><p></p><p>Ramp up these tactics with nasty monsters that deliver paralysis and tougher spells at higher levels.</p><p></p><p>Lure the party into a dimensionally-locked area so they can't <em>teleport </em> out. Make sure all mid-level to high-level spells of rapid departure are accounted for (i.e., cut off the liklihood of flying away by having a couple flying pursuers, eliminate invisibility with an <em>invis purge</em>, etc..)</p><p></p><p>And above all, once you have set all this up and the bad guys have laid their careful plans, play it out fairly and be prepared for two scenarios: the PCs are captured, or they escape or defeat their enemies. Always be prepared for both scenarios and allow the PCs to play it out fairly.</p><p></p><p>Ozmar the Fair DM</p></blockquote><p></p>
[QUOTE="Ozmar, post: 1524313, member: 8021"] Just send a goon squad with total EL about 3 or 4 points above the party and orders to capture alive. Have the goons start out dealing subdual for the first 2-3 rounds and then switch to lethal damage. As long as a target has any subdual damage, the odds are that they'll be alive when they finally drop. Also, have the goons make liberal use of disarms, sunders, trips, and grappling. Or bull rush them into pits and throw down the lids. Use nets, caltrops (to slow their escape) and tanglefoot bags. And then to top it all off, have a cleric and wizard of the party's level + 1 to cast [I]hold person[/I], [I]sleep[/I], [I]charm person[/I], [I]fear [/I] (directed so they run into a second ambush or pit-trapped area), [I]entangle [/I] (ok, druid), [I]web [/I] and other similar spells. Ramp up these tactics with nasty monsters that deliver paralysis and tougher spells at higher levels. Lure the party into a dimensionally-locked area so they can't [I]teleport [/I] out. Make sure all mid-level to high-level spells of rapid departure are accounted for (i.e., cut off the liklihood of flying away by having a couple flying pursuers, eliminate invisibility with an [I]invis purge[/I], etc..) And above all, once you have set all this up and the bad guys have laid their careful plans, play it out fairly and be prepared for two scenarios: the PCs are captured, or they escape or defeat their enemies. Always be prepared for both scenarios and allow the PCs to play it out fairly. Ozmar the Fair DM [/QUOTE]
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