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Help me capture my party.
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<blockquote data-quote="Wisdom Penalty" data-source="post: 3943302" data-attributes="member: 13287"><p>Folks -</p><p></p><p>For various reasons, I would like to capture - not TPK - my party in an upcoming session. I intend to have my melee monsters doing non-lethal damage, but I'd like to know if anyone has any recommendations about certain spells, special abilities, or even monster types that can more effectively lead to a captured group of characters.</p><p></p><p>My characters will likely be 11th-12th level when this event occurs.</p><p></p><p>I know this may sound like I'm railroading them - and that's certainly true in some ways - but capturing them (and then allowing them to escape with certain information) will both challenge them in a way different than the norm thus far in this campaign, and allow the campaign's plot to progress more fully.</p><p></p><p>I know certain characters will be more difficult to subdue than others (dimension door), but if I can get the bulk of them trussed up - so that the wiggly guys realize it's time to call it a day - then we can call the mission accomplished.</p><p></p><p>In addition to any recommendations, please let me know if you've done this before and if you have any advice to offer or pitfalls to avoid. I know PCs in 3E are generally hell-bent on being captured, so I realize I have to be careful to avoid a TPK.</p><p></p><p>Thoughts?</p><p></p><p>Thanks,</p><p>W.P.</p><p></p><p>Edit: One important note - I know I could simply throw a CR 19+ at them and do whatever I dang well please, but I don't want it to look like being captured/defeated was a foregone conclusion in the players' minds.</p><p></p><p>Edit #2: Also, the bad guys doing the capture attempt are not the "intrigue" type, so I can't really play the game of nabbing one PC or holding some valued NPC hostage and what-not as leverage. In fact, there will be little if any in-character talking at all. The bad guys (whatever they end up being) will simply ambush/attack the party during an overland trek through deep forests.</p></blockquote><p></p>
[QUOTE="Wisdom Penalty, post: 3943302, member: 13287"] Folks - For various reasons, I would like to capture - not TPK - my party in an upcoming session. I intend to have my melee monsters doing non-lethal damage, but I'd like to know if anyone has any recommendations about certain spells, special abilities, or even monster types that can more effectively lead to a captured group of characters. My characters will likely be 11th-12th level when this event occurs. I know this may sound like I'm railroading them - and that's certainly true in some ways - but capturing them (and then allowing them to escape with certain information) will both challenge them in a way different than the norm thus far in this campaign, and allow the campaign's plot to progress more fully. I know certain characters will be more difficult to subdue than others (dimension door), but if I can get the bulk of them trussed up - so that the wiggly guys realize it's time to call it a day - then we can call the mission accomplished. In addition to any recommendations, please let me know if you've done this before and if you have any advice to offer or pitfalls to avoid. I know PCs in 3E are generally hell-bent on being captured, so I realize I have to be careful to avoid a TPK. Thoughts? Thanks, W.P. Edit: One important note - I know I could simply throw a CR 19+ at them and do whatever I dang well please, but I don't want it to look like being captured/defeated was a foregone conclusion in the players' minds. Edit #2: Also, the bad guys doing the capture attempt are not the "intrigue" type, so I can't really play the game of nabbing one PC or holding some valued NPC hostage and what-not as leverage. In fact, there will be little if any in-character talking at all. The bad guys (whatever they end up being) will simply ambush/attack the party during an overland trek through deep forests. [/QUOTE]
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