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Help me capture my party.
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<blockquote data-quote="The_Warlock" data-source="post: 3945999" data-attributes="member: 21215"><p>Now as for how to do it? </p><p></p><p>Ambush, eh? Well, the two most important things in an ambush is to remain hidden and make sure that the targets let their guard down.</p><p></p><p>Which means in my book, that having one or two setup men to lull the targets into a false sense of security is best, though not needed. This works for either a standard slaver group that set up on a road every so often, or a group that is looking for a specific target and has forewarning.</p><p></p><p>The setup men can be people with a set camp that offer to share with the travelers, or injured travelers in need of help, or even false constables/wardens who stop the targets to question about anyone they've seen on the road. </p><p></p><p>Bards, Rogues, and Wolfweres (if the trappers are multiracial/monstrous) are best. And can keep the targets occupied with quality bluff checks and acting, or supernatural effects that slow or fascinate while the brute squad in the underbrush moves in.</p><p></p><p>If they have mages or clerics amidst the ambushers, focus on dimensional movement control, speed limitation, and visibility.</p><p>Faerie Fire, Entangle, Grease, Web, Dimensional Anchor, Solid Fog, Slow.</p><p></p><p>If a little higher level, making the targets susceptible to enchantments is also good. Mind Fog plus Suggestion, Hold Person, Charm Person, Feeblemind, are solid combos.</p><p></p><p>And temporary stat penalties spells, like Ray of Enfeeblement, and damaging spells using Subdual Substitution metamagic are solid methods.</p><p></p><p>Dex and Str poisons to whittle the targets down. </p><p></p><p>Keep in mind, if the ambush uses setup men who are close to the PCs to help give them a false sense of security, they know that non-lethal means are being used, so area effect that might inhibit them as well are fair game, as they know their group is going to be focused on waking them up afterwards. So it is also likely they would carry alchemical items to assist in the capture, tanglefoot bags, thunderstones, et al, that they won't mind dropping at their own feet.</p><p></p><p>Those would be the starting points in my estimation, to be used in varying amounts depending on how well equipped/advanced the captors are relative to the PC party so you can develop a reasonable outfit for a sensible encounter.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 3945999, member: 21215"] Now as for how to do it? Ambush, eh? Well, the two most important things in an ambush is to remain hidden and make sure that the targets let their guard down. Which means in my book, that having one or two setup men to lull the targets into a false sense of security is best, though not needed. This works for either a standard slaver group that set up on a road every so often, or a group that is looking for a specific target and has forewarning. The setup men can be people with a set camp that offer to share with the travelers, or injured travelers in need of help, or even false constables/wardens who stop the targets to question about anyone they've seen on the road. Bards, Rogues, and Wolfweres (if the trappers are multiracial/monstrous) are best. And can keep the targets occupied with quality bluff checks and acting, or supernatural effects that slow or fascinate while the brute squad in the underbrush moves in. If they have mages or clerics amidst the ambushers, focus on dimensional movement control, speed limitation, and visibility. Faerie Fire, Entangle, Grease, Web, Dimensional Anchor, Solid Fog, Slow. If a little higher level, making the targets susceptible to enchantments is also good. Mind Fog plus Suggestion, Hold Person, Charm Person, Feeblemind, are solid combos. And temporary stat penalties spells, like Ray of Enfeeblement, and damaging spells using Subdual Substitution metamagic are solid methods. Dex and Str poisons to whittle the targets down. Keep in mind, if the ambush uses setup men who are close to the PCs to help give them a false sense of security, they know that non-lethal means are being used, so area effect that might inhibit them as well are fair game, as they know their group is going to be focused on waking them up afterwards. So it is also likely they would carry alchemical items to assist in the capture, tanglefoot bags, thunderstones, et al, that they won't mind dropping at their own feet. Those would be the starting points in my estimation, to be used in varying amounts depending on how well equipped/advanced the captors are relative to the PC party so you can develop a reasonable outfit for a sensible encounter. Good luck! [/QUOTE]
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