OverdrivePrime
2013-03-18, 04:50 PM
TL;DR - How can I capture - not kill - my party (lvl 9 archivist, lvl 10 duskblade, lvl 9 ranger, lvl 9 wizard) with a 12th level witch, her magus 9 first mate, and her fighter 9 bodyguard? I don't want it to seem like I've unfairly stacked the deck against them, but I want it to be fairly unlikely for them to prevail without amazing luck or tactics.
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I've got a sea encounter coming up where my players are going to run afoul of a hobgoblin sea witch and her crew. The sea witch captains a hobgoblin corsair crew and a magically enhanced pirate ship (ogres and goblins chained to the sweeps, fire resistant decking and sails, patchwork iron hull plating. She's on a mission to capture the party, kill their elven allies and either capture or sink their ship. Thanks to a distinct lack of wind, the hobgoblin corsairs will catch up with the party's graceful elven caravel.
The party, if I know them at all, will take the fight to the hobgoblin ship while it's at least a half mile away in a valiant attempt to save their elven friends and their priceless ship (in the game, it's a 1,200 year old ship, and a national treasure of the elven nation they've allied themselves with.
The ranking elven crew of their ship (sea-singer bard 11, sorceress 10, ranger 10, rogue 9, oracle 8) will be preoccupied fighting off some sea monsters and a scrag boarding party, and so will not be a factor in the fight on the Hobgoblin ship.
The hobgoblin ship itself is a large, broad-decked galley, built to impress with power, and armed with a heavy ballista, two light ballistae and a light catapult. I'll be surprised if those are a factor in the fight, unless the PCs turn the ballista against the ship. They'd be more effective using spells or engaging in melee, so I'm not too worried about it.
The party just finished The Harrowing module and is suddenly flush with new loot from the dragon's horde. Aside from a scarf that functions as a Robe of Scintillating colors, they don't have any individual pieces gear worth more than 20,000 gp, but I imagine they're going to be swaggering more than a bit as they head into battle. Their strongest weapon is a +2 keen longsword, best armor is a Slick Breastplate +2, and in my opinion, their biggest wildcard item is a pair of lesser boots of teleportation which allow the wearer to teleport once a week.
Anyway, to truncate what is already a long story, my hope is that the Sea Witch and her crew can capture the party without killing them. Do you have an tactical recommendations? I'm happy to rework the NPCs spells and feats and such, but am set on them as concepts.
The pirate captain is a fearsome 12th level Sea Witch (http://www.myth-weavers.com/sheetview.php?sheetid=371690). Her first mate - and otherwise most dangerous NPC is a 9th level Magus (http://www.myth-weavers.com/sheetview.php?sheetid=533924), and her bodyguard is a 9th level fighter (http://www.myth-weavers.com/sheetview.php?sheetid=534410), sword and board style with bodyguard feats.
These three are backed up about 25 hobgoblin pirate warriors (barbarian/rogues, with cutlasses, javelins and light armor) of levels 1-4, who I expect to be neutralized quickly by the party's wizard and archivist.
My players are:
Level 9 Wizard whose favorite spells are Black Tentacles, Fireball and Major Image
Level 9 Archivist whose favorite spells are Slay Living, Holy Smite and Spiritual Weapon
Level 10 Duskblade whose favorite tactic is to hide, dimension hop behind a foe, and then use his kusarigama to channel Vampiric Touch and try to grapple and choke his target. In a multi-foe battle, he tends toward more straightforward tactics, just bashing away, channeling energy spells through his axe until the peoples fall down.
Level 9 Ranger, who's recently finding his groove as a fairly formidable archer. He has the ability to be dangerous in melee, but hasn't really focused in it.
How would you defeat and capture the party without making it feel like they didn't have a chance?
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I've got a sea encounter coming up where my players are going to run afoul of a hobgoblin sea witch and her crew. The sea witch captains a hobgoblin corsair crew and a magically enhanced pirate ship (ogres and goblins chained to the sweeps, fire resistant decking and sails, patchwork iron hull plating. She's on a mission to capture the party, kill their elven allies and either capture or sink their ship. Thanks to a distinct lack of wind, the hobgoblin corsairs will catch up with the party's graceful elven caravel.
The party, if I know them at all, will take the fight to the hobgoblin ship while it's at least a half mile away in a valiant attempt to save their elven friends and their priceless ship (in the game, it's a 1,200 year old ship, and a national treasure of the elven nation they've allied themselves with.
The ranking elven crew of their ship (sea-singer bard 11, sorceress 10, ranger 10, rogue 9, oracle 8) will be preoccupied fighting off some sea monsters and a scrag boarding party, and so will not be a factor in the fight on the Hobgoblin ship.
The hobgoblin ship itself is a large, broad-decked galley, built to impress with power, and armed with a heavy ballista, two light ballistae and a light catapult. I'll be surprised if those are a factor in the fight, unless the PCs turn the ballista against the ship. They'd be more effective using spells or engaging in melee, so I'm not too worried about it.
The party just finished The Harrowing module and is suddenly flush with new loot from the dragon's horde. Aside from a scarf that functions as a Robe of Scintillating colors, they don't have any individual pieces gear worth more than 20,000 gp, but I imagine they're going to be swaggering more than a bit as they head into battle. Their strongest weapon is a +2 keen longsword, best armor is a Slick Breastplate +2, and in my opinion, their biggest wildcard item is a pair of lesser boots of teleportation which allow the wearer to teleport once a week.
Anyway, to truncate what is already a long story, my hope is that the Sea Witch and her crew can capture the party without killing them. Do you have an tactical recommendations? I'm happy to rework the NPCs spells and feats and such, but am set on them as concepts.
The pirate captain is a fearsome 12th level Sea Witch (http://www.myth-weavers.com/sheetview.php?sheetid=371690). Her first mate - and otherwise most dangerous NPC is a 9th level Magus (http://www.myth-weavers.com/sheetview.php?sheetid=533924), and her bodyguard is a 9th level fighter (http://www.myth-weavers.com/sheetview.php?sheetid=534410), sword and board style with bodyguard feats.
These three are backed up about 25 hobgoblin pirate warriors (barbarian/rogues, with cutlasses, javelins and light armor) of levels 1-4, who I expect to be neutralized quickly by the party's wizard and archivist.
My players are:
Level 9 Wizard whose favorite spells are Black Tentacles, Fireball and Major Image
Level 9 Archivist whose favorite spells are Slay Living, Holy Smite and Spiritual Weapon
Level 10 Duskblade whose favorite tactic is to hide, dimension hop behind a foe, and then use his kusarigama to channel Vampiric Touch and try to grapple and choke his target. In a multi-foe battle, he tends toward more straightforward tactics, just bashing away, channeling energy spells through his axe until the peoples fall down.
Level 9 Ranger, who's recently finding his groove as a fairly formidable archer. He has the ability to be dangerous in melee, but hasn't really focused in it.
How would you defeat and capture the party without making it feel like they didn't have a chance?