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Choco
2009-12-06, 01:06 PM
In the last session of one of the games I am currently DMing, 2 of the PC's (human monk and human scout both lvl 2) had a very close fight that ended with them victorious, but unconscious with negative HP way out in the wilderness. Basically the last of the monsters got the scout down to 0hp, scout decided to play dead, monk got it down to 2hp before being taken down to -6, then scout succeeded in his all-or-nothing final attack to slay the beast but in the process dropped to -1 himself. Both of them have stabilized.

So everyone was psyched and celebrated their dramatic victory, but now I have a little problem. In their condition, they are probably a day's walk away from the nearest friendly outpost. All that stands between them and this outpost are a bunch of HIGHLY aggressive and territorial wild animals and enemy patrols. They have absolutely no healing items left so they are stuck in the negatives and barely-positives for now, definitely in no condition for another encounter. They are safe staying where they are for at least a day or 2 since the predators who's territory they are either in are dead (thanks to them) or already ate more than their fill (thanks to the enemy :smallbiggrin:), but they know the odds of them making it to town without another fight of some kind are VERY slim.

So then, where do y'all think I should go from here? How do I give them a fighting chance to survive without it seeming like a cop out? If I am VERY lucky the 3rd player (a human bard, also lvl 2, with a wand of CLW) will be able to make it next session and I can have his character stumble across them, but there is a chance he may drop out for good due to RL issues. A traveler finding them would be too unbelievable because they are in the middle of nowhere AND behind enemy lines in a war zone. A friendly scouting party is also unlikely because all the friendly forces are kinda busy fighting off a siege so they can't really go out on a stroll. I was thinking of having a local druid save them (for a price of course) but they are the type that would probably view that as me going easy on them.

So, any ideas?

ashmanonar
2009-12-06, 01:10 PM
In the last session of one of the games I am currently DMing, 2 of the PC's (human monk and human scout both lvl 2) had a very close fight that ended with them victorious, but unconscious with negative HP way out in the wilderness. Basically the last of the monsters got the scout down to 0hp, scout decided to play dead, monk got it down to 2hp before being taken down to -6, then scout succeeded in his all-or-nothing final attack to slay the beast but in the process dropped to -1 himself. Both of them have stabilized.

So everyone was psyched and celebrated their dramatic victory, but now I have a little problem. In their condition, they are probably a day's walk away from the nearest friendly outpost. All that stands between them and this outpost are a bunch of HIGHLY aggressive and territorial wild animals and enemy patrols. They have absolutely no healing items left so they are stuck in the negatives and barely-positives for now, definitely in no condition for another encounter. They are safe staying where they are for at least a day or 2 since the predators who's territory they are either in are dead (thanks to them) or already ate more than their fill (thanks to the enemy :smallbiggrin:), but they know the odds of them making it to town without another fight of some kind are VERY slim.

So then, where do y'all think I should go from here? How do I give them a fighting chance to survive without it seeming like a cop out? If I am VERY lucky the 3rd player (a human bard, also lvl 2, with a wand of CLW) will be able to make it next session and I can have his character stumble across them, but there is a chance he may drop out for good due to RL issues. A traveler finding them would be too unbelievable because they are in the middle of nowhere AND behind enemy lines in a war zone. A friendly scouting party is also unlikely because all the friendly forces are kinda busy fighting off a siege so they can't really go out on a stroll. I was thinking of having a local druid save them (for a price of course) but they are the type that would probably view that as me going easy on them.

So, any ideas?

The local druid or ranger thing would have been my out on something like this. It's a viable plot hook if you did do something like that, and they don't get killed by the first level 1 monster they meet.

Question: Of what nature is this war? Is this human vs. human, or are they fighting "monsters"? What then if they are saved by a member of the same race as the "enemy", but one that is completely uninvolved in the war; (a woodsman or druid with no connections to the people fighting the war?)

Would they REALLY prefer getting killed ignominously, or would they like to have a chance to possibly make a friend?

The "Enemy Mine" situation also makes for a great hook to push towards a peace solution in the war.

Choco
2009-12-06, 01:12 PM
The local druid or ranger thing would have been my out on something like this. It's a viable plot hook if you did do something like that, and they don't get killed by the first level 1 monster they meet.

Would they REALLY prefer getting killed ignominously, or would they like to have a chance to possibly make a friend?

Yeah, that's the out I am going to use if I don't think of something better before next week.

Vonotar
2009-12-06, 01:14 PM
Have them captured, not killed, by the enemy. For interrogation or whatever seems most likely. You can then have them enact a daring escape, quite probably creating chaos on their way out. They may even learn vital information about the enemies tactics. Perhaps they manage to kill a commander. Who knows!

Perhaps some more information on who the characters actually are in terms of the game world?

Choco
2009-12-06, 01:30 PM
Have them captured, not killed, by the enemy. For interrogation or whatever seems most likely. You can then have them enact a daring escape, quite probably creating chaos on their way out. They may even learn vital information about the enemies tactics. Perhaps they manage to kill a commander. Who knows!

Perhaps some more information on who the characters actually are in terms of the game world?

Yeah, I can do that... I have purposely been avoiding the capture/imprison storylines when it was just the bard and monk because the monk would be the only one capable of doing anything at this level stripped of gear, but now that the scout joined I can reconsider...

The players are really nothing more than passing by at this stage of the game. They were dropped off by ship about a week away from the nearest town, got to town, accepted a quest to help fight off Goblin raids on a copper mine (which is actually mined by a friendly Goblin tribe), and were on their way there when the above incident happened. The first level was spent on the ship and an island, and was basically a very linear "training session" to get the players familiar with their characters (they are relatively new, this is their 2nd game) before I threw them out on their own starting at lvl 2 (which is when the ship dropped them off). The game is still currently a sandbox until the players find/make a storyline they want to latch on to.

Chrono22
2009-12-06, 01:32 PM
Have them hide in a hole and let natural healing do its work.

Yukitsu
2009-12-06, 01:45 PM
Have them captured, not killed, by the enemy. For interrogation or whatever seems most likely. You can then have them enact a daring escape, quite probably creating chaos on their way out. They may even learn vital information about the enemies tactics. Perhaps they manage to kill a commander. Who knows!

Perhaps some more information on who the characters actually are in terms of the game world?

As a player, I absolutely detest capture scenarios. I typically fight till I die, or kill myself if that doesn't seem like an option. They're annoying, if the DM planned a capture, they are railroady, and they take a large amount of time without actually accounting for much relevant occuring.

Vonotar
2009-12-06, 02:17 PM
As a player, I absolutely detest capture scenarios. I typically fight till I die, or kill myself if that doesn't seem like an option. They're annoying, if the DM planned a capture, they are railroady, and they take a large amount of time without actually accounting for much relevant occuring.

In general I agree entirely. However, considering that the players are more or less dead on their feet, and in enemy terrain, it's not exactly unlikely that they would be stumbled upon.

Any passing beneficial NPC can hardly hope but seem rather coincidental, and be classed as going easy.
On the other hand, perhaps the 'highly aggressive' animals have become more so than usual, and the druid has come to investigate that.

KillianHawkeye
2009-12-07, 08:44 AM
Well, since being found by the good guys seems unlikely and being captured by the bad guys seems to railroady, you could always go for the Third Option.

Divine intervention.

Let's say that some benevolent (or not so benevolent) otherworldly being happened to be looking down in their general direction and decided to be helpful/try to exploit the PCs. Powerful outsiders and deities do that kinda stuff all the time. You could have a kind entity heal them up and impart a few words of wisdom or maybe a little prophecy or hint about their destinies. Or you could have some big nasty offer them power and riches in exchange for servitude (or worse). A being of pure Law could have them sign a contract to arrange payment in return for services rendered, or a creature infused with utter Chaos could just be bored and looking for someone to mess with for a while.

It's times like these when I like to pull out something completely random like that to spice things up. And to remind the players that they don't always encounter level-appropriate creatures when more powerful things are wandering around. Or you can just go with the Druid/Ranger thing.

Sir.Swindle
2009-12-07, 09:02 AM
Seems just the time to introduce a new questline via imp. Have an imp appear and offer them healing (through it's handy plot potion) or assistance to get them out of the woods. In exchange he asks them to do some quest that does not seem particularly evil at the time but ends up furthering evil later on, or one that is down right evil (you know your players, I don't). If you make the deal reasonable then they live and you get a plot hook, if they refuse they better be damn sneaky getting out of those woods (you gave them the least "going easy on them" option, you can let them die).

Vizzerdrix
2009-12-07, 09:14 AM
What about finding a safe place to rest? Maybe an abandoned house* of some woodsman or hedge wizard that fled the combat zone? Such a thing would have been looted and/or burned to the ground by the enemy, but the cellar wound make a good place to rest and hide for a little while.


*or saw mill/lumbar yard, ranger's outpost, hermit hovel, abandoned gypsy wagon, charcoal maker's hut, hunting lodge, herbalist's house, abandoned farm, I think you get the idea. pleanty of places would be abandoned and usable.

Choco
2009-12-07, 10:16 AM
Have them hide in a hole and let natural healing do its work.


What about finding a safe place to rest? Maybe an abandoned house* of some woodsman or hedge wizard that fled the combat zone? Such a thing would have been looted and/or burned to the ground by the enemy, but the cellar wound make a good place to rest and hide for a little while.

*or saw mill/lumbar yard, ranger's outpost, hermit hovel, abandoned gypsy wagon, charcoal maker's hut, hunting lodge, herbalist's house, abandoned farm, I think you get the idea. pleanty of places would be abandoned and usable.

If I do nothing then finding a good place to hide will probably be what they will choose to do. The Bugbears/Goblins that are attacking occupied and reinforced every building in the area so they wouldn't have to build their own, but this is a fantasy game so there is ALWAYS a cave (possibly with secret dungeon included) to crawl into nearby. That might make for an interesting session, with the players cornered in the cave that they hopefully disguised/blocked off (by the bear whos cave it is, sniffed out by a Goblin's Worg, etc.) trying to keep the enemies out till they can heal enough to make a run for it, hopefully before their limited food supply runs out. Perhaps thats when they stumble into a secret dungeon...


Well, since being found by the good guys seems unlikely and being captured by the bad guys seems to railroady, you could always go for the Third Option.

Divine intervention.


Seems just the time to introduce a new questline via imp. Have an imp appear and offer them healing (through it's handy plot potion) or assistance to get them out of the woods. In exchange he asks them to do some quest that does not seem particularly evil at the time but ends up furthering evil later on, or one that is down right evil (you know your players, I don't). If you make the deal reasonable then they live and you get a plot hook, if they refuse they better be damn sneaky getting out of those woods (you gave them the least "going easy on them" option, you can let them die).

This is these player's second D&D game. They are not yet at the point of some people on these boards, where a venerable lvl 1 commoner who offers to pay the PC's to escort his caravan through the desert is labeled as a "RAILROADING DMPC!!!" and killed for no reason other than to spite the DM, despite such an action being completely out of character. That being said, they have made it clear I better not go easy on them, not just cause they are new but if there is no danger there is no fun. Enemy capture is on the list of possibilities that I will probably roll for.

The PC's have actually already encountered and unknowingly assisted an agent of a LN goddess, so being lawful perhaps she would return the favor... adding that to the list.

LibraryOgre
2009-12-07, 10:57 AM
There's a few ways you can play this.

1) "While you were unconscious, you were eaten by a wild animal that was scavenging the corpses. Roll up new characters." This is probably the most realistic, but also the least satisfying.

2) "The scout comes to with the early morning sun on his face; he's managed to heal 2 hp, up to 1 point. The monk is still unconscious. Furthermore, it seems to have rained or something last night... you're both wet and cold, and... make a survival check? .... you're not sure where you are." You now have a survival scenario. Keep the monk alive (if you're nice, give them a potion on one of the bad guys that MIGHT be healing, or might be something else), figure out a way back to civilization while bashed up and crippled. Play it up as hide and seek... they have to hide from patrols that could smash them easily, find food and water, keep warm. Good time for non-combat encounters that keep them on the edge.

More later. Need to eat.

RagnaroksChosen
2009-12-07, 11:08 AM
I like marks response... BAsicaly have them start as they had healed up to 0 or 1 or what ever, let them sneak there way back to town... if they engage any one they should if there smart do it on there terms not the enemy. I think that would be tons of fun... i would have a list of things they could bump into.. but pritty much they should be sneaking and listening and hiding alot. as they prolly will have 1-2 hp each.

Krrth
2009-12-07, 11:14 AM
A couple of things come to mind.

1) Natural healing. Seriously, if they do nothing but rest for the entire day they heal twice their level in HP. Not much, but better than nothing. As second level characters that's 4hp a day. If they rest two days they are at +8.

2)Are they the only ones operating behind enemy lines? Does anyone know/care that they are out there? A rescue party could be sent.

3)They can always find a potion/scroll/wand/whatever of healing wherever they are hiding.

Glyde
2009-12-07, 11:25 AM
Either sneak back, or I'm pretty particular about the "Rescued by a member of the 'enemy' race." Bugbears you say? Nurturing female bugbear ranger or somesuch is a great hook, especially if the PCs already have prejudices against the race.

Choco
2009-12-07, 11:52 AM
A couple of things come to mind.

1) Natural healing. Seriously, if they do nothing but rest for the entire day they heal twice their level in HP. Not much, but better than nothing. As second level characters that's 4hp a day. If they rest two days they are at +8.

2)Are they the only ones operating behind enemy lines? Does anyone know/care that they are out there? A rescue party could be sent.

3)They can always find a potion/scroll/wand/whatever of healing wherever they are hiding.

They were walking from town to a mine that they were supposed to help defend when they got attacked. They are both basically just hired muscle that recently arrived in the area and have no friends yet, so no one would bother to take the huge risk of going out to look for them especially since there is a siege going on. Currently they are KO'd in the forest exactly 480 feet off the road (Scout horribly failed will save against fear and took 4 run actions...) so they have not yet found a place to hide.

They probably have a day or 2 without being harrassed by natural predators (all in the area are either dead or already fed..) until others realize that many of this area's residents are dead so the territory is up for grabs. This is good because bugbears and worg-free goblin patrols dont have scent, so they may have a chance. Just playing out a "survive half dead in the woods" scenario is definitely on the list.


Either sneak back, or I'm pretty particular about the "Rescued by a member of the 'enemy' race." Bugbears you say? Nurturing female bugbear ranger or somesuch is a great hook, especially if the PCs already have prejudices against the race.

Yeah that would be amusing, which leads to:


Question: Of what nature is this war? Is this human vs. human, or are they fighting "monsters"? What then if they are saved by a member of the same race as the "enemy", but one that is completely uninvolved in the war; (a woodsman or druid with no connections to the people fighting the war?)

The country the PC's are in is being "invaded" by Goblins and Bugbears, who live in the neighboring country and have generally kept to themselves. The PC's dont know this, but they are actually fleeing because their country is being destroyed, and due to misunderstandings, lack of common language (only very few intelligent goblins/bugbears speak common) and "cultural differences" on both sides an all-out war has broken out between the two nations. Plus it doesn't help that both countries are tribal, and thus not really all that unified. The way the humans and orcs see it their country is being flat-out invaded by bugbears and goblins, and the way the goblins and bugbears see it the humans and orcs are basically sentencing them to death.

That is really all there is to it, just one big misunderstanding among what amounts to two barbarian countries. A few individual tribes have made peace with eachother (like the goblin tribe that was allowed to take up residence inside the copper mine the PC's now have to defend against other goblins and bugbears in return for having to mine it for the local human/orc tribe) but there is widespread fighting overall. Solving this conflict is definitely not going to be easy since each tribe is basically its own entity in this war, but it is a potential plot hook for the players already.

If they are "captured" by a slightly less bloodthirsty enemy tribe, they may be in a great position to learn some things.

AFS
2009-12-07, 12:05 PM
As a player, I absolutely detest capture scenarios. I typically fight till I die, or kill myself if that doesn't seem like an option. They're annoying, if the DM planned a capture, they are railroady, and they take a large amount of time without actually accounting for much relevant occuring.

It is railroading when the most obvious and logical thing happens? Even if it is planned then it is just part of what is going on. You are surrounded by 60 enemy soldiers and you'd rather be dead then captured? That is really accounting for a lot of relevance, a dead character. I like the idea, don’t get your way, just kill yourself. DONE

Depending on who is running the game there can be a lot of relevance, hey look we were locked in a cell with this pauper. He is seemingly worthless, smelly, and a burden but you decide to rescue him anyway on your escape. Guess what, you just rescued the long lost King. No wait, no you didn’t you killed yourself. I understand that there are cultures that would rather die then be captured, but you are saying this cause you as a PLAYER doesn't like the idea of capture.

There are a few options for your scenario; the most logical order is as follows.


I. They hide in a hole and use natural healing; chances are they will be spotted by a patrol or some animal that can smell them.
A. The group gets killed
B. The group gets captured

II. They hide in a hole and use natural healing; they are not spotted by a patrol or some animal that can smell them. They can get to safety if the dice are in their favor.

III. Another NPC shows up to save the day.

Personally I like the idea of IB with III. They get captured and there is an NPC in prison that will help them.

LibraryOgre
2009-12-07, 12:09 PM
3) Captured/rescued. This can go a couple of ways. Captured gives them a good chance of picking up intelligence while they heal up a bit... the monsters might not torture them straight off, so they get a couple days to listen and mend. Rescued has more interesting possibilities. Think about who their rescuer is, why they rescued them, and what their motivations are.

"You wake up, feeling warm, with no pain. You're wrapped in some kind of blanket, but it doesn't feel like leather or linen. Hovering a few inches from your face is a shockingly beautiful elfin face, tinged with green."

The characters have been "rescued" by a dryad (or, if you're a utter bastard, a nymph). Now, she's perfectly happy to let THAT ONE go, but she's going to keep THIS ONE, because she likes him and so they're going to live in her tree forever and ever. How THAT plays out is up to the PCs. Maybe THAT doesn't mind running off, and THIS doesn't mind living with a dryad. Maybe THAT is jealous and THIS is frantic to get away. Can they convince her to help? Or to let them go? This can play out similarly with pretty much any critter you care to name, but the advantage of a dryad is that she's well above their ability to simply take (in that she can escape a lot faster than they can bring her down), but isn't for powerful you're giving them a deus ex machina.

drengnikrafe
2009-12-07, 12:09 PM
The problem, AFS, with your otherwise good idea is the level of annoyance that will hit the PCs. First, they are captured, which sounds like the type of thing that annoys some PCs. Then, an NPC comes and rescues them. When was the last time you were playing, and an NPC swooping in at the last moment, saving your hide and getting you out of there, was something you really enjoyed?

I, personally, like the hide and seek idea, and in case of failure, they are probably captured, but not guarded very closely (I mean, they ARE incredibly weak at the moment, why would anything keep a close watch on them?). Alternatively, have them roll up new characters to go rescue their old characters, and then retire the new characters after the rescue mission. If you can come up with good backstory for it.

Keshay
2009-12-07, 12:22 PM
Instead of having them captured by Bugbears or rescued by a Ranger/Druid, why not split the difference.

Female Dire Bear who lost her cubs adopts them as replacement young, protects them from harm until they are well, but proves to be unwilling to let them leave when they are fully healed.

Krrth
2009-12-07, 12:26 PM
Hmmm....what are t he chances that they will run into a band of refugees? While the PC's are beat down now, I assume they look competent. A band of women, children, and old men would probably be willing to care for the injured PC's in return for protection while traveling.

AFS
2009-12-07, 12:27 PM
The problem, AFS, with your otherwise good idea is the level of annoyance that will hit the PCs. First, they are captured, which sounds like the type of thing that annoys some PCs. Then, an NPC comes and rescues them. When was the last time you were playing, and an NPC swooping in at the last moment, saving your hide and getting you out of there, was something you really enjoyed?

I, personally, like the hide and seek idea, and in case of failure, they are probably captured, but not guarded very closely (I mean, they ARE incredibly weak at the moment, why would anything keep a close watch on them?). Alternatively, have them roll up new characters to go rescue their old characters, and then retire the new characters after the rescue mission. If you can come up with good backstory for it.

The NPC would probably be some old rogue that is just trying to escape, and he just needed some extra muscle to get the plan done. Tie that into what Mark Hall posted and that should be rather exciting. While escaping we overheard a plan to attack XYZ village. We get back in time to warn the village and win the day, or don't get back in time and the village gets destroyed (depending on player actions). Make that fun, have until the sun sets (in real life) for them to get to the village. Throw in some encounters that will give them choices to help a few people or let them die and help the hundreds at the village. That would be fun. Choices, actions, and the repercussions of their choices or lack of choices.

LibraryOgre
2009-12-07, 12:38 PM
Because it's been in my head every time I see the post title. (http://www.youtube.com/watch?v=MfoZLwhp--M)