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Capturing a Party... A call for experienced DMs
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<blockquote data-quote="Kalendraf" data-source="post: 1524608" data-attributes="member: 3433"><p>I just remembered another method I've used to capture a party that is probably worth mentioning. For this scenario, the party must be in a city of some sort.</p><p></p><p>Party learns of an assassin operating in town. After some investigation, they learn of the assassin's whereabouts and go to check it out They encounter him, and a fight ensues which winds up with the assassin dead. However, the town guards show up due to events leading up to or during the fight (alarms going off, sounds of battle, visible and/or audible effects from spells, etc). The guards arrive to catch the party red-handed killing someone they know only as a respected citizen and then take the party into custody. If you don't like the nick-of-time guards, you can use a more believable family member who happens to see the events just as their loved one is cut down. In this case, the horrified family member (who's unaware of their loved one's role as an assassin) immediately seeks out the guards and turns the party in. The guards could easily arrive as the party is rummaging thru the house taking 20's on their searches.</p><p></p><p>If the party flees, you can send waves of guards or even bountyhunters to capture them. In that case, feel free to go overboard on the ECL-ratings as well. The guards will do their best to capture the party who they now see as murderers. Eventually, they will get captured, or perhaps even turn themselves in hoping to clear their names by offering to submit to truth spells, etc.</p><p></p><p>Depending on the city laws, a trial of some kind may be in order, but how soon that will occur is up to you. Prisoner rights might be pretty poor as well. Once in custody, other friends of that assassin (guild, contacts, or even just ignorant but influential family members) may use their connections to get the party transfered into their own private dungeon for further torture, etc.</p><p></p><p>No matter which method you use, don't let the party remain locked away helpless for too long. If they are forced to endure very much of a play session incarcerated, there will be loud grumbling and many unhappy players. Allowing them to make a heroic escape may be in order. They could also be offered a very dangerous mission to work off their sentence. Something to avoid here is the mysterious white knight who saves their butts by providing information to clear them - that will just seem like even more railroading at this point, even if the plot tries to justify it somehow.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1524608, member: 3433"] I just remembered another method I've used to capture a party that is probably worth mentioning. For this scenario, the party must be in a city of some sort. Party learns of an assassin operating in town. After some investigation, they learn of the assassin's whereabouts and go to check it out They encounter him, and a fight ensues which winds up with the assassin dead. However, the town guards show up due to events leading up to or during the fight (alarms going off, sounds of battle, visible and/or audible effects from spells, etc). The guards arrive to catch the party red-handed killing someone they know only as a respected citizen and then take the party into custody. If you don't like the nick-of-time guards, you can use a more believable family member who happens to see the events just as their loved one is cut down. In this case, the horrified family member (who's unaware of their loved one's role as an assassin) immediately seeks out the guards and turns the party in. The guards could easily arrive as the party is rummaging thru the house taking 20's on their searches. If the party flees, you can send waves of guards or even bountyhunters to capture them. In that case, feel free to go overboard on the ECL-ratings as well. The guards will do their best to capture the party who they now see as murderers. Eventually, they will get captured, or perhaps even turn themselves in hoping to clear their names by offering to submit to truth spells, etc. Depending on the city laws, a trial of some kind may be in order, but how soon that will occur is up to you. Prisoner rights might be pretty poor as well. Once in custody, other friends of that assassin (guild, contacts, or even just ignorant but influential family members) may use their connections to get the party transfered into their own private dungeon for further torture, etc. No matter which method you use, don't let the party remain locked away helpless for too long. If they are forced to endure very much of a play session incarcerated, there will be loud grumbling and many unhappy players. Allowing them to make a heroic escape may be in order. They could also be offered a very dangerous mission to work off their sentence. Something to avoid here is the mysterious white knight who saves their butts by providing information to clear them - that will just seem like even more railroading at this point, even if the plot tries to justify it somehow. [/QUOTE]
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