It is time to throw the party in the dungeon

maybe you can make them want to get there.

a powerfull artifact, for exemple. if you have a cleric/paladin, maybe theres something representative of his god, and he must get it back
 

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A lot of good advice has already been given, so rather than just repeating it, I'll ask a question, since my curiosity was piqued by your opening comment:

Ayrk said:
So I have a party of 8 9th level characters that need to feel the shackles of being in prison on them.

Why? Knowing why you think they need to end up in prison would help a lot. Capturing them is not really a problem. I generally figure that a DM can take down any party of level X with group of NPCs of equal number of levels X-2 (so eight 7th lvl NPCs, in your situation). But doing it the right way is. And knowing what you're thinking would help.
 

The next time the party investigates a hidden sewer/dungeon/crypt/wine cellar beneath the local town, have them stumble upon a secret door which leads to a chamber filled with thieving equipment and other items a rogue might fancy. The items are all in disrepair, seemingly untouched for a decade or more.

There they find a second secret door which reveals a spiral staircase leading up. At the top of the stairs, they find a door with an intricate lock. Once open, they find themselves in a darkened room.

SLAM!

All the doors close simultaneously. The party finds themselves within a dungeon cell.

Apparently the local thieves guild, eradicated a decade ago, had it's guild headquarters beneath the local prison. One need only insert the guild's signet ring into the secret stone, to open the door leading to the stairs.

They did remember to search that room below, didn't they? ;)
 

Aeolius said:
The next time the party investigates a hidden sewer/dungeon/crypt/wine cellar beneath the local town, have them stumble upon a secret door which leads to a chamber filled with thieving equipment and other items a rogue might fancy. The items are all in disrepair, seemingly untouched for a decade or more.

There they find a second secret door which reveals a spiral staircase leading up. At the top of the stairs, they find a door with an intricate lock. Once open, they find themselves in a darkened room.

SLAM!

All the doors close simultaneously. The party finds themselves within a dungeon cell.

Apparently the local thieves guild, eradicated a decade ago, had it's guild headquarters beneath the local prison. One need only insert the guild's signet ring into the secret stone, to open the door leading to the stairs.

They did remember to search that room below, didn't they? ;)

wow, great story!
i might try this..

just think,as others had said, that you can try not toforce the players to this.

make it looks like they choose the wrong turn ;)
 


As someone who had a PC in the Old Slavelords Modules (where the general plot was "Give PC's Cool Stuff, Capture PC's, Start next Section with PC's Naked. Repeat. ALOT"

I have walked out of games where DM Fiat just lands you in prison. One of my biggest pet peeves (had it happen way too many times to put up with it anymore).

If you want to START a game with the PC's as prisoners, fine.

If you are going to capture them, NO MATTER WHAT THEY DO, I have a big problem with that. Players aren't big fans of the one way trip on the DM Bullet express to BecauseIsaysoville.

Why, exactly do you need to throw them in prison? If they are getting out of hand there are a lot better ways of getting them in line. (My personal favorite is the Cursed Potion of Bull's Strength- Philter of Love- just as they are invading the Orc Monastary of Gluttony).


I've seen lots of DM's (& Modules) call for throwing the PC's in jail. Well over 90% are just rail-roading for an easy way out for the DM.

Carefully think "What do I wish to accomplish?" Is capturing 8 PC's with no PC deaths realistic & is that the only option available to me?
 

Aeolius said:
The next time the party investigates a hidden sewer/dungeon/crypt/wine cellar beneath the local town, have them stumble upon a secret door which leads to a chamber filled with thieving equipment and other items a rogue might fancy. The items are all in disrepair, seemingly untouched for a decade or more.

There they find a second secret door which reveals a spiral staircase leading up. At the top of the stairs, they find a door with an intricate lock. Once open, they find themselves in a darkened room.

SLAM!

All the doors close simultaneously. The party finds themselves within a dungeon cell.

Apparently the local thieves guild, eradicated a decade ago, had it's guild headquarters beneath the local prison. One need only insert the guild's signet ring into the secret stone, to open the door leading to the stairs.

They did remember to search that room below, didn't they? ;)
With this being a group of eight 9th level PCs, who would presumably be fully equipped when they ended up in the situation you described, I'd presume they would be out in less than a minute.
 

Well, I read the OP as implying the PCs have done something illegal, and therefore would be arrested.

I'm a fan or realistic consequences... You can't oppose the city guard, there are simply too many of them.

Send 10, if the PCs resist, then the guard takes it more seriously, and the next time they attempt to arrest the PCs it's going to be under cover of a hundred crossbowmen in elevated positions. It requires a special kind of stupid to try and resist at that point.
 

shilsen said:
With this being a group of eight 9th level PCs, who would presumably be fully equipped when they ended up in the situation you described, I'd presume they would be out in less than a minute.

Did I mention that the cell was suspended over an active volcano? ;)

Or you could go for what's behind Door #2: The PCs awaken as bone creatures, stripped of their lives, their skins, and their sanity.
 

I once had my players encounter some monsters. I think it was a group of Scorpion men with a poison sting. the were slightly out numbered and out classed. after everyone had been hit at least once a group of NPC mercenaries arrived and helped them. after the battle their new friends asked them if they required some healing as they have a Cleric around. they agreed and the next thing they knew they woke up in the cells. (I have always played that if you voluntarily drop your magic resistance it's down.)

have fun


Richard
 

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