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Illusionist with a hostage, what would you do?
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<blockquote data-quote="Vanuslux" data-source="post: 3419111" data-attributes="member: 937"><p>As a DM, I've only done a couple of hostage situations. In one case, the villainous sorcerer did the dagger to the throat thing with a love interest of one of the party members to buy time for his reinforcements to arrive. He slit the hostage's throat as soon as his buddies arrived. Of course, the party still got him in the end and quite vengefully healed him from unconsciousness just so they could rough him up some more then healed him again so that he was conscious when they threw him out the window, which was four stories up. Amazingly enough, the sorcerer survived the fall and ended up in the hands of the "proper authorities". Unfortunately for him known magic users accused of high crimes automatically have their hand chopped off until their trial (they regenerate the hands of those found innocent). The victim ended up being raised and lived pretty much happily ever after. The sorcerer ended up evading the death penalty , but his hands were never regenerated and after the horrors he faced in prison he found religion and repented his evil ways...mostly out of the terror of ever ticking off a band of chaotic neutral adventurers again. </p><p></p><p>The second time was a different campaign with a mostly good party. An evil bard took his own girlfriend hostage (the party knew she was a naive dupe rather than a party to his schemes). It seemed to be working pretty well for him until the party's rogue (the neutral loose cannon of the group) slipped out the door, snuck back in through the window behind the bard, and sneak attacked him. It wasn't enough damage to put him down, but it was enough for the bard to opt to surrender rather than carrying out his threat. </p><p></p><p>My player's in both games seemed to enjoy these encounters. The point being that a hostage scenario can be a lot of fun if your players trust you and you actually deserve that trust. I don't run a hostage scenario to screw my players over or to force them into a specific course of action. In fact, simply letting the villian have his way is the exact opposite of what I hope the party will do. I <strong>want </strong>them to try something clever or daring.</p></blockquote><p></p>
[QUOTE="Vanuslux, post: 3419111, member: 937"] As a DM, I've only done a couple of hostage situations. In one case, the villainous sorcerer did the dagger to the throat thing with a love interest of one of the party members to buy time for his reinforcements to arrive. He slit the hostage's throat as soon as his buddies arrived. Of course, the party still got him in the end and quite vengefully healed him from unconsciousness just so they could rough him up some more then healed him again so that he was conscious when they threw him out the window, which was four stories up. Amazingly enough, the sorcerer survived the fall and ended up in the hands of the "proper authorities". Unfortunately for him known magic users accused of high crimes automatically have their hand chopped off until their trial (they regenerate the hands of those found innocent). The victim ended up being raised and lived pretty much happily ever after. The sorcerer ended up evading the death penalty , but his hands were never regenerated and after the horrors he faced in prison he found religion and repented his evil ways...mostly out of the terror of ever ticking off a band of chaotic neutral adventurers again. The second time was a different campaign with a mostly good party. An evil bard took his own girlfriend hostage (the party knew she was a naive dupe rather than a party to his schemes). It seemed to be working pretty well for him until the party's rogue (the neutral loose cannon of the group) slipped out the door, snuck back in through the window behind the bard, and sneak attacked him. It wasn't enough damage to put him down, but it was enough for the bard to opt to surrender rather than carrying out his threat. My player's in both games seemed to enjoy these encounters. The point being that a hostage scenario can be a lot of fun if your players trust you and you actually deserve that trust. I don't run a hostage scenario to screw my players over or to force them into a specific course of action. In fact, simply letting the villian have his way is the exact opposite of what I hope the party will do. I [B]want [/B]them to try something clever or daring. [/QUOTE]
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