Capturing Tougher PC's [Archive] - Wizards Community

Post/Author/DateTimePost
I_am_a_Yeti

10-09-03, 08:59 AM
I'm running a campaign right now and pretty soon I want to capture my PC's, and was wondering how everyone else would go about it?

This is my idea...
The Pc's are on their way to Verhast, a port city X distance away, but it will take them at least 15 days to get there. (walking) The Half "true" Dragon/ Half grey Elf wants to go to Verhast because he found out that some one there could help him remove his "Power Restricters". He has "power Restricters" because He decided to change the Half Dragon Template to his liking, and basically he eneded up being a real badass character, so I told he could play if he lets put those on him. ( he isn't getting them off until at least level 20)

Anyway, on their way there they are attacked by a really tough goblin war Band, most of which are riding on Worg's. The leader of the Group is a Barbarian /Ravager (11/5), and he has his miniature army of feral goblin barbarians, ogres, and dire Bears.

To start combat the Dire Bears will have giant horns on their backs, that will be blown throughout the entire encounter from all directions. Next the Goblin worg riders will pour in and hit and run on the players, while the foot soilders will get close enough to thrown their Javelin,s of chain lightning.

I want the goblin riders to come back with giant nets and drag the PC's back to their Village. Which is where a little side adventure will begin which envolves a druid goblin elder, that hates the Barabarian/Ravager, and wants him to be delt with. Turns out he's making sacrafices to Erythnul (which is why the PC's were captured.) The elder and his circle of Druids do nopt approve. He is bringing unecessary attention to thier existence.

THINGS TO KEEP IN MIND
-I have a sorcerer, bard, Fighter, Half True Dragon in the group. All of which are at least level 14.
-The Half True Dragon has Blindsight 90' (thats why I have the horn Bellowing)
-He also has a breath weapon that he can use every 1d4 rounds, only deals 6d8 in a line of concussive force.
-The bard can use suggestion, but isn't that bright and will probably not use it.
-The druid elder is looking for their assistance.
-The Half Dragon is immune to sleep, paralysis, and poison.

FINALY: Can dragons turn off their Blindsight?;)
Dash Branaghan

10-09-03, 10:50 AM
Anyone can turn off any ability they have. It's called ignoring the effects.

What I might consider doing is that since you have a Barb/Ravager making sacrifices to Erythnul, you might want to have a cleric of Erythnul as well...a high level one to watch over the sacrifices. As such, Hold Person comes to mind. Take a lot of metamagic feats that bolster her DC as well and give her an item or two that bolster her wisdom.

I would ditch the javelins of chain lightning and use the neverending goblin/worg and ogre (I'd throw in some trolls, gotta love trolls) combo to keep them busy while the cleric tries to hold the party. Use group tactics such as bullrush and aid another to subdue them. Swarm them. And in the interim, cast Hold Person left right and center. Once someone is held, have them captured in a net and carted off...if the party goes after them, they leave themselves open to further attacks. If not, you have a reason for the party to try to infiltrate the camp, at which point your druid leader can approach them and speak to them about the situation.
tonkounakaki

10-09-03, 10:52 AM
Wow
Um, OK
1st off, it sounds like you've let your PC get away with far too much. If his (why did you let HIM change the template? That's YOUR job) "Half-True-Dragon" abilities, even with these, "Power Restrictors" os, include an added immunity to poison, a breathweapon of Force (which hits incorpreal, ethereal, and nothing is resistant to it) usable once every 1d4 rounds (instead of once a day) and 90ft BLINDsight (are you seeing what I'm getting at?) then I'm going to start this post by assuming your game is B-R-O-K-E-N, and hopelessly monty-haulish.
I can only shudder at what the abilities will include when those "Power Restrictors" come off
Hopefully, this race is an ECL +8 at least
Now, you're the DM
You want to capute your PCs
Since this campaign is hopelessly warped, just make a magic item for your Uber goblin horde, that allows them to make a ranged touch attack against a target, and have them encased in mithril webbing from head to foot. DC 45 Escape Artist check, or a DC 50 Strength check to get out
Make it possible, but highly unlikely, that they'll escape.

As to your blindsight question, no, they can't turn it off, they can only choose not to pay attention to what it's telling them
And the horns blowing will not render his blindishgt useless
It will simply give him more vibrations, with which to feel.
Think of the movie daredevil (who's "blindsight" was based on touch, as well as hearing) when he would bang his staff on metal to get vibrations so he could "See"
Just because the horns are blowing, isn't going to render him blind. I would actually say that it would etch out the surroundings in a more detailed manner, due to the extra vibrations bouncing off of objects nearby.
Dash Branaghan

10-09-03, 10:54 AM
Originally posted by tonkounakaki
As to your blindsight question, no, they can't turn it off, they can only choose not to pay attention to what it's telling them
And the horns blowing will not render his blindishgt useless
It will simply give him more vibrations, with which to feel.
Think of the movie daredevil (who's "blindsight" was based on touch, as well as hearing) when he would bang his staff on metal to get vibrations so he could "See"
Just because the horns are blowing, isn't going to render him blind. I would actually say that it would etch out the surroundings in a more detailed manner, due to the extra vibrations bouncing off of objects nearby.

So use a Horn of Blasting or cast Deafness on him, then throw him in Darkness...
tonkounakaki

10-09-03, 12:01 PM
Originally posted by Dash Branaghan
So use a Horn of Blasting or cast Deafness on him, then throw him in Darkness...

How does any of that prevent the rest of his body from sensing the vibrations? Or his Nose from sensing subtle shifts in air currents, and scent patterns?

From the SRD:
Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

Nothing short of full cover will prevent a creature with Blindsense from finding their prey
Mike the DM

10-09-03, 01:21 PM
Couldn't you just slip a sleep potion in their drinks at the tavern instead?

(Evil is smart. Evil is crafty. But most of all, evil is lazy...)

;)
Twisted Puppy

10-09-03, 01:31 PM
A sorceror or wizard with the Power Word: Stun spell is a good start if you wish to capture them. Mithral or adamantine shackles, nets, etc. Stock up on spells that don't allow saves. Against the sorceror and bard, using Ray of Enfeeblement will keep them securely in their nets. Bestow Curse will also make it easier to capture them. Make sure the bad guys remember the old adage: Divide and Conquer ;)

IMC I had the bad guys trying to capture one of the party members, and I provided the bad guys with spells (mentioned above) for the specific purpose, and a magical net made of mithral to do it with. The key is, if the party figures out a way to avoid capture, let them. Otherwise you're railroading them and they won't appreciate it. It took my bad guys three or four attempts and some good luck to pull off what they were trying, but I didn't have to fudge any rolls or use rule 0 to make it work. And remember to use any known tendencies of the party (always casting X spell in the first round of combat, for example) against them, assuming that the bad guys have been smart enough to be observing them for a while, and smart enough to put the info to good use.
The Reverend

10-09-03, 01:54 PM
Spells can be modified using metamagic do do sub-dermal damage.

1) Simply equip to NPC with a bunch of one shot(or one shot per day) items that cast sub-dermal maximazed fireballs at them.

2) Have to enemy spell casters hold their action and then have one teleport the air away and the other make a globe of force.
2b) Teleport a bunch of water there and make a globe of force...risk of PCs dying instead of just falling unconscious though.

3)Nets....lots of net. Use barbed nets covered in Drow sleeping poison(or some version there of). Even if the HD is immune, after the rest of his party goes down he won't last long by hisself.
Babson99

10-09-03, 03:36 PM
>> just make a magic item for your Uber goblin horde, that allows them to make a ranged touch attack against a target, and have them encased in mithril webbing from head to foot. DC 45 Escape Artist check, or a DC 50 Strength check to get out

Singalong time! "Spider-Man, Spider-Man, does whatever a spider can."
YRM

10-09-03, 04:35 PM
Doesn't the sorcerer have any spells that would move the party across continent quickly? Overland flight? Teleport? Greater Teleport? Phantom Steed? Scrolls of Phantom Steed? Etc?

Anyway, if you don't house rule it, an ambush that starts with Evard's Black Tentacles and involves use of things like Greater Shout, Power Word Stun, Power Word Blind, and/or a few monks with Stunning Fist and Improved Grapple (and potions of true sight and fly)... you basicly want to use spells and abilities that can take out or constrain most of the party members for a few rounds. The last member standing can be backed down by threats to kill his friends (and if he doesn't back down, feel free to have it be his fault that one of the party members is killed).

Hold Monster... Charm Monster... Confusion... Greater Shout... Power Word Stun... Stunning Fist... Grappling Monks... Grappling Ogres with levels of fighter applied... etc. Use dispel magic if they somehow get Free Action cast on themselves first.
Edymnion

10-09-03, 07:42 PM
Originally posted by The Reverend
Spells can be modified using metamagic do do sub-dermal damage. Lol, I think you mean sub-dual (non-lethal) damage. Subdermal means under the skin.

Best PC capturing weapon I've seen yet is a +5 wire net of Hunter's Mercy. Can't be broken by anything short of a +5 weapon, and it deals a d6 subdual damage per round while they're still in it. Magic wire net means they can't burst it with strength checks, so it'll be darn hard to get out of it.

Or Subdual substituted Fireballs work wonders as well.
chris7476

10-09-03, 08:16 PM
Assassin or even better, the Thayan Slaver from UE.

Both of these PrC's can paralyze with a death attack. Give him dual hand crossbows and make him invisible. Throw on some nasty poison for good measure.

Use a bunch of fodder to get the PC's into battle. Make sure it's ambush if you can. Some kind of divine caster would help as well for silence and hold person spells. A monk with the nasty stun-based feats from OA would be effective too. Nets and tanglefoot bags are your friends.

Keep the main NPC out of combat for 3 rounds while he studies the players. Then unleash attacks at the casters. They will have to make a couple of Fort saves for the paralyzing attack and the poison. Repeat as necessary. For the fighters, use hold person or other Will-based spells.

The Thayan Slaver is nice because their spell list is especially nasty.

Once a couple of PC's have been paralyzed, leave them and team up on the remaining PC's. Use attacks that require them to keep making saves or at least slow them down (web, grease, sleet storm, stinking cloud, etc). Hopefully they will fail some saves along the way.
Endarire

10-09-03, 09:00 PM
-Bigby's L9 Hand
-Maze
-Imprisonment Spell

-EE