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<blockquote data-quote="Reynard" data-source="post: 8346977" data-attributes="member: 467"><p>After reading responses and thinking on it, I am leaning toward imprisonment by fiat. "You barely remember what happened. The teleportation circle began to glow and your alarm spell started to scream, but then the pain in your minds took over." (Some of the enemies are psionic.) They wake up in the cells without rest or gear and maybe a level of exhaustion, but they are actually closer to their goal. Now the question becomes do they attempt to escape or attempt to finish the mission -- even if they do so, they probably won't survive.</p><p></p><p>The alternative is to actually let that fight run out, which is where I am afraid the TPK will come in because in my experience, players refuse to surrender ever, and only very rarely flee. The worst case scenario would be for half the party to be dead and half the party captured, I think. It would be really tough to plausibly inject a bunch of replacement PCs.</p><p></p><p>I do have one other option: they made friends-ish with a self interested, kind of villainous party who is established to have the power necessary to save the party at the last minute. If I want to avoid the problem altogether and take the choice out of the PCs hands, they can show up and be like "Come with me if you want to live, and then you can do that job I asked you about a few weeks ago." Among the problems with this solution is that it veers off this storyline and I am trying to wrap things up.</p><p></p><p>GMing is hard sometimes.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8346977, member: 467"] After reading responses and thinking on it, I am leaning toward imprisonment by fiat. "You barely remember what happened. The teleportation circle began to glow and your alarm spell started to scream, but then the pain in your minds took over." (Some of the enemies are psionic.) They wake up in the cells without rest or gear and maybe a level of exhaustion, but they are actually closer to their goal. Now the question becomes do they attempt to escape or attempt to finish the mission -- even if they do so, they probably won't survive. The alternative is to actually let that fight run out, which is where I am afraid the TPK will come in because in my experience, players refuse to surrender ever, and only very rarely flee. The worst case scenario would be for half the party to be dead and half the party captured, I think. It would be really tough to plausibly inject a bunch of replacement PCs. I do have one other option: they made friends-ish with a self interested, kind of villainous party who is established to have the power necessary to save the party at the last minute. If I want to avoid the problem altogether and take the choice out of the PCs hands, they can show up and be like "Come with me if you want to live, and then you can do that job I asked you about a few weeks ago." Among the problems with this solution is that it veers off this storyline and I am trying to wrap things up. GMing is hard sometimes. [/QUOTE]
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