I need my PC's put be captured. Help

Just tell them that they're going to be captured for the sake of the story.

First, you should get the players to agree to it...

Then you should start out the adventure, "You've been captured and are being held in [blah]."

And finally, you should allow the players some coolness in the face of the capture... The rogue has sneaked in a weapon unbeknown to his captors. The cleric has an ally inside the captors' organization. The wizard was able to maintain preparation of a specific spell despite his captors' precautions. etc...
 

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Here's a concept.

Put the PC's in a position where they need to be captured... and they KNOW they need to be captured as part of the plot. In fact, make it so that the good guy's plan fails and Something Bad happens if they DON'T get captured.

Now they have to escape capture... but they put themselves there, so it's not so bad.
 

I tried to capture my PC's once. Sent a NPC Barbarian/Fighter/Frost Rager/Bloodhound bounty hunter quite a few levels higher than my party, with an archer apprentice.

Drow poison arrow took out the sorcerer. What followed was an epic battle between a powerful NPC enemy and my party members. It came down to a slugfest between my player Barbarian and the Frostrager, the Frostrager died, and when my players Rage wore off, he died also.

They were supposed to be captured, by all rights they would have been, but they battled fiercely against tough odds. I chose to alter the storyline in admiration for their teamwork.


Try, but give them a fighting chance. Then adapt.
 



If you need to capture them, don't balance the encounter. I did this for the climax of the Slaver series of adventures (A1-A4 for those of you remember the 1e modules). In the original, there's an encounter with 5 of the 9 slavelords - all higher level NPCs - designed to defeat the PCs so they can have a nearly-naked-in-the-dungeon escape scenario to cap off the series. In the supermodule treatment, it had been upgraded to encountering all 9. Optionally, the DM could have them gassed as the encounter is about to start, by fiat-laden trap.

I was never fond of the trap fiat, so when I ran it, we played out the fight. I think one of the slavelords may actually have gone down but the others took the PCs down handily. I think I only revealed 5 or 6 of the ones present - the rest were in various forms of concealment. I also greased the wheels a bit and did hit them with a gas at the beginning of the encounter - it did a little Dex damage but also gave them some non-lethal hit point damage - providing a buffer to prevent unnecessary deaths by hit point loss. I had totally stacked the encounter against PC success, albeit in ways realistic as far as the NPCs were concerned, and then ran it fairly from that point. They were captured.

One point I'd like to make here is that if you feel the PCs need to be captured for story reasons, you should ideally do it from the point of view of the NPCs who want to do the capturing and then do what they would do to achieve that result. Don't hold back as if you need to balance the encounter like a game. That's not what the NPCs would do. If the NPCs want the PCs bad enough, they'll go after them with all the force they can muster. They'll overwhelm if they can. They'll attack when they feel they have the advantage.
 

Um, Deep Slumber?

Deep Slumber
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Range: Close (25 ft. + 5 ft./2 levels)
This spell functions like sleep, except that it affects 10 HD of creatures.
That could take out up to 3 of the PCs right there.

Or you could use something like a Fireball with the Non-Lethal Substitution feat applied. Boom! All fall down, nobody dead, no buildings on fire.

The DM can always bring more horsepower to bear than the PCs can handle. As several other people have pointed out, it isn't usually a good idea to do that.
 

Personally since the PC's are only 3rd level I wouldn't use to many high level spells to capture them since it seems a bit more than would be necessary, nothing over 1st or 2nd level. The best in game way that I can think of is a real world solution-a lot of low level warriors with nets, bolas, man catchers, and saps. It'll give the PC's a sense that they went down fighting when they kill off some of their attackers, while allowing you to use add another actions on the mooks to beat the rolls of the players while they are bludgeoned to submission.
Or you could use the KODT standby of beggar mobs.
 

dust of choking and sneezing. but be careful... i've accidentally killed 1st level characters with the stuff.


edit: seriously, a 1st level monk with high saves in everything, and he fails both fort checks versus the dust, and then rolls a 6 on his con damage... both times!

he had a 10 con.
 
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