Ok, so I sketch out this 11th level NPC Villain Sorcerer who is trapped in a magical stasis prison. I want him as a reoccurring villain in future adventures and figure that there is a fair chance that the PCs will release him.
The 6 4th level PCs come along and contemplate releasing this guy. They know nothing about him, but think they can get some information from him.
He comes out of the prison, continuing the statement that he was making before going in several hundred years ago (and still surrounded by the magical protections he had cast long ago) when he notices that he is in a totally different place and that the enemies around him previously are gone and that new people are around him.
He gets in a conversation with the PCs, but two of the PCs do not trust him and have readied bow attacks in case he starts casting a spell or something.
After a while, the NPC villain decides to teleport away. The two PCs fire their bows, one misses and one hits for a whopping 2 points of damage. The NPC villain only needs to roll a 2 to make his Concentration check and he rolls a 1.
Melee starts and the PC Dwarf Fighter grapples the Sorcerer. The PC Rogue/Wizard decides to Ready actions to fire his bow at the Sorcerer if he casts any spells (and ends up shooting the grappling Dwarf 3 times in a row while attempting to shoot the Sorcerer) and the rest of the party attacks the Sorcerer (with some PCs attempting subdual damage, other PCs attempting real damage).
Round after round, the Sorcerer cannot manage a Concentration roll above 4. Eventually, the PC Cleric casts a Silence spell in the area and the PCs finally knock the Sorcerer out.
After several hours of real time trying to determine if they should kill the Sorcerer or not (a lot of good roleplaying since the PC Cleric had cast Detect Evil on the Sorcerer and he came up fairly evil and the PC Wizard/Rogue had made his Spellcraft roll to figure out the Sorcerer was trying to Teleport, hence, they knew he was evil and powerful and could possibly get away in a heartbeat if conscious), the party finally decides to kill him. The determining factor was that the PCs are a sort of local deputies and they figured it was their duty to institute field justice since this guy could (and probably would) cause a lot of havoc if he ever got free (plus they figured he would track them down at the least opportune time to whale on them).
But, it was good to see the players taking the time out to really try to figure a way out of a moral dilemma.
Another powerful reoccurring villain bites the dust. Sometimes, it's not even worth it to even figure out ability scores for NPCS these days.![Roll eyes :rolleyes: :rolleyes:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
The 6 4th level PCs come along and contemplate releasing this guy. They know nothing about him, but think they can get some information from him.
He comes out of the prison, continuing the statement that he was making before going in several hundred years ago (and still surrounded by the magical protections he had cast long ago) when he notices that he is in a totally different place and that the enemies around him previously are gone and that new people are around him.
He gets in a conversation with the PCs, but two of the PCs do not trust him and have readied bow attacks in case he starts casting a spell or something.
After a while, the NPC villain decides to teleport away. The two PCs fire their bows, one misses and one hits for a whopping 2 points of damage. The NPC villain only needs to roll a 2 to make his Concentration check and he rolls a 1.
Melee starts and the PC Dwarf Fighter grapples the Sorcerer. The PC Rogue/Wizard decides to Ready actions to fire his bow at the Sorcerer if he casts any spells (and ends up shooting the grappling Dwarf 3 times in a row while attempting to shoot the Sorcerer) and the rest of the party attacks the Sorcerer (with some PCs attempting subdual damage, other PCs attempting real damage).
Round after round, the Sorcerer cannot manage a Concentration roll above 4. Eventually, the PC Cleric casts a Silence spell in the area and the PCs finally knock the Sorcerer out.
After several hours of real time trying to determine if they should kill the Sorcerer or not (a lot of good roleplaying since the PC Cleric had cast Detect Evil on the Sorcerer and he came up fairly evil and the PC Wizard/Rogue had made his Spellcraft roll to figure out the Sorcerer was trying to Teleport, hence, they knew he was evil and powerful and could possibly get away in a heartbeat if conscious), the party finally decides to kill him. The determining factor was that the PCs are a sort of local deputies and they figured it was their duty to institute field justice since this guy could (and probably would) cause a lot of havoc if he ever got free (plus they figured he would track them down at the least opportune time to whale on them).
But, it was good to see the players taking the time out to really try to figure a way out of a moral dilemma.
Another powerful reoccurring villain bites the dust. Sometimes, it's not even worth it to even figure out ability scores for NPCS these days.