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Prisoners
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<blockquote data-quote="Shiroiken" data-source="post: 8065817" data-attributes="member: 6775477"><p>My current group tends towards taking prisoners, then giving them over the proper authorities. Usually this means they have to taken along until they get there, but they often force them to provide work. Torchbearers became common, and one time they used a "torchbearer" as a "trapfinder" (it did not end well for him). When dealing with mercenaries, they often force them to join the party, offering their freedom afterwards. In both cases they take the risk they might betray the party, but they try to take precautions to prevent it.</p><p></p><p>Sometimes this can create a great situation over the course of a campaign. In my first campaign, the party found a bandit gang in an abandoned castle they were exploring and captured the leader, Edmund. They were going to turn him over to the authorities, the party was captured by cultists, where Edmund joined the cultists. After seeing how messed up the cultists were, he decided to help the party escape instead. Afterwards, he left with some bad feelings between him and the party. He returned several times over the campaign, becoming a rival of the party; never quite an enemy, but never fully a friend. He was a fun addition to the campaign, one that wouldn't normally have happened if the players hadn't taken him prisoner.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8065817, member: 6775477"] My current group tends towards taking prisoners, then giving them over the proper authorities. Usually this means they have to taken along until they get there, but they often force them to provide work. Torchbearers became common, and one time they used a "torchbearer" as a "trapfinder" (it did not end well for him). When dealing with mercenaries, they often force them to join the party, offering their freedom afterwards. In both cases they take the risk they might betray the party, but they try to take precautions to prevent it. Sometimes this can create a great situation over the course of a campaign. In my first campaign, the party found a bandit gang in an abandoned castle they were exploring and captured the leader, Edmund. They were going to turn him over to the authorities, the party was captured by cultists, where Edmund joined the cultists. After seeing how messed up the cultists were, he decided to help the party escape instead. Afterwards, he left with some bad feelings between him and the party. He returned several times over the campaign, becoming a rival of the party; never quite an enemy, but never fully a friend. He was a fun addition to the campaign, one that wouldn't normally have happened if the players hadn't taken him prisoner. [/QUOTE]
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