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Capturing a Party... A call for experienced DMs
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<blockquote data-quote="Kalendraf" data-source="post: 1524428" data-attributes="member: 3433"><p>Although I have used a few methods in the past to capture the whole party by design, some of them I've tried are not necessarily good methods. I strongly advise you to not use a cheesy spell or trap that has a near-unmakeable save. Such a method is too heavy-handed and clearly railroading which the players will not like. It's far better if you can subdue the group through other means.</p><p></p><p>I've had the most success in subduing parties almost by accident. For example, in one fight, the group was facing a group of humanoids led by an Ogre Mage. During the battle, the Ogre Mage managed to knock-out the main spell caster who'd been flying over the battle field. The ogre mage's invisibility + flying made it easy. The ogre mage then swooped down and hovered over the body threatening a coup-de-grace unless the whole party surrendered. At that point, I had them. But I wound up letting them off pretty easily, as the Ogre Mage really just wanted to negotiate for something else rather then take them as prisoners. In another campaign, a similar situation arose with a powerful, yet beatable enemy gaining the upper hand and again treatening one of the party members. In both cases, the party was lawful. If they'd been more chaotic or evil, this tactic may not have worked.</p><p></p><p>One other option to consider is to have the party get framed for a crime they didn't commit, then hauled into jail by lawful good guards, etc. This can work and be believable if they have recently angered a powerful agency (a guild, a rich noble, or even a powerful NPC) that has the connections to set this up. This also can work well if you have a repeating villain or someone that has escaped from earlier encounters. Just don't overuse this method. Doing it once in a campaign is probably the limit. It's essentially railroading, but it's also believable that powerful foes would try to do this as well.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1524428, member: 3433"] Although I have used a few methods in the past to capture the whole party by design, some of them I've tried are not necessarily good methods. I strongly advise you to not use a cheesy spell or trap that has a near-unmakeable save. Such a method is too heavy-handed and clearly railroading which the players will not like. It's far better if you can subdue the group through other means. I've had the most success in subduing parties almost by accident. For example, in one fight, the group was facing a group of humanoids led by an Ogre Mage. During the battle, the Ogre Mage managed to knock-out the main spell caster who'd been flying over the battle field. The ogre mage's invisibility + flying made it easy. The ogre mage then swooped down and hovered over the body threatening a coup-de-grace unless the whole party surrendered. At that point, I had them. But I wound up letting them off pretty easily, as the Ogre Mage really just wanted to negotiate for something else rather then take them as prisoners. In another campaign, a similar situation arose with a powerful, yet beatable enemy gaining the upper hand and again treatening one of the party members. In both cases, the party was lawful. If they'd been more chaotic or evil, this tactic may not have worked. One other option to consider is to have the party get framed for a crime they didn't commit, then hauled into jail by lawful good guards, etc. This can work and be believable if they have recently angered a powerful agency (a guild, a rich noble, or even a powerful NPC) that has the connections to set this up. This also can work well if you have a repeating villain or someone that has escaped from earlier encounters. Just don't overuse this method. Doing it once in a campaign is probably the limit. It's essentially railroading, but it's also believable that powerful foes would try to do this as well. [/QUOTE]
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