You (fairly seriously hurt) and a villain (also fairly seriously hurt) are on top of the villain's flying mount (mostly unhurt), and the villain decides to teleport away, along with his mount. Teleport affects up to eight willing targets within range, and the villain tries to take you along. If you decide you're unwilling, you don't go anywhere (and fall; you have no certain means of avoiding falling and will probably be making death saves if you do fall, but it's a high level party, you'll get better). If you decide you're willing, you teleport with him.
A lot would depend on my character, I could see different ones making different choices. Mostly, I’d say yes. Most of my characters are up for shenanigans like this.
The proper question here is: 'Do you allow the villain to escape?' And the answer to that question is no.
I do wonder why he wants to bring me along? Maybe he thinks he's going to win? Take me somewhere - perhaps where he has allies - overpower me and take me prisoner? But the fight isn't over as long as I'm not making death saves, and I'm sure my powerful friends will find a way to follow. Maybe. Are we fighting someone who has teleport, but we do not?
Also, if I'm on his mount, chances are I'm a barbarian. That's just a thing, barbarians (at least as I play them) tend to do stuff like that. Just to make it even clearer that I'll fight to the death. To the frustration of many a GM who imagined other options =)
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Depending on my character but in most case choosing between being willing to teleport away with a villain or face an almost certain death is an easy choice.
I mean… die… or might die… or rather die now or die later?
i’d say teleport with them and hope for the best.
The only way around this is something like feather fall or flight. I was going to say I’d let Searing Vengeance of the Boon of Recovery takeover, but from that height I’d likely be killed outright.
As long as your character is alive, you have options. So the real question is what makes a better story?
If the villain wanted you dead, he would not be offering to bring you along. Perhaps the villain can be reformed, if so the first step is establishing a rapport or connection, they may be offering an olive branch...
Even if your PC is heading towards capture, there's information you could learn from that, information you might not have any other means of learning. Capture means possibility of escape, learning more of their evil plans, gaining allies amongst the villains dissillusioned followers, etc.
So the real question is, why would you want to risk cutting your character's story short by not going with the villain?
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Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
Depends on many variables not listed. My capabilities, resources, the stakes of the villain, the risks to the innocent should they escape, my character's motives, what i know of the villain that would tell me why they wanted to take me with them.
Also this whole scenario is contingent on me not having many things i normally have, like feather fall, dimension Door, or Banish. I am more likely to Banish the mount and make sure both of us paint the ground than I am to let him get away if the stakes are high enough. Would also depend on the DM, would i think they would shaft me, or do i think they are giving me a chance for fun story.
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He/Him. Loooooooooong time Player. The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call To rise up in triumph should we all unite The spark for change is yours to ignite." Kalandra - The State of the World
I'd clarify with the DM first as to whether this is a a simple attempt to kill my character, or is this something that the DM is considering using to develop the story and lead to cool story lines.
If it's the latter, then I'd roll with it and see what fun we can have.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
So many things left unsaid, like many a DMs, that forget that a PC does not have all of the context. Therefore answer details are all over the place, in spite if it being a simple yes/no answer.
Context does really matter.
I am sure the original poster assumed that this is a an easy yes/no answer. But as the above posts show, it is not. The underlying theme to all of these answers is a lack of context.
In addition to the above, there is also a major context item, not mentioned. How do I get on the mount with the villain? Did I get on the mount with my free will or was I scooped up and kidnapped? In fact could I have captured the mount and the villain hopped onto reclaim the mount and took off?
The method of how I was on a flying mount, can indicate how the DM wanted to proceed. Or if i just arrived to spoil an escape that means I am a wild card in this particular instance. Both methods can result in a vastly different outcome.
Baddie trying to teleport me can’t possibly be good for me. If I die here, my friends are likely to save me. If I die wherever the baddie is taking me, I roll up a new PC. I stay and live to fight another day.
I am sure the original poster assumed that this is a an easy yes/no answer.
Actually, no, but if you want more context:
The party is 14th level, and death is... an inconvenience. If the body is recoverable, it's a minor inconvenience; if not, it's a major inconvenience.
The villain is not a Big Bad, last the PCs knew he was working for the Big Bad (who sent a horrible undead monstrosity after their flying ship) but didn't seem particularly devoted to the cause, last time they met he offered to cast teleportation circle to send them after their target (they declined), this time he sneaked on board their ship while they were fighting said undead monstrosity with the apparent objective of stealing an artifact (which he didn't actually succeed at). There is no reason to think that teleporting away with a PC was his original plan, and he's injured enough that the pursuing PC had a reasonable belief that he could be taken out before he got another action. His flying skeletal steed is largely uninjured and of unclear threat level; it probably cannot take out multiple PCs but might take out one. His destination is unknown, whether he has allies/minions at his destination is unknown.
My first instinct is to treat this as a false dilemma. Credit to GnollItAll and Wysperra for mentioning Feather Fall and Counterspell. This also feels like the perfect situation for Winged Boots. But without knowing if the character has any of these tools at their disposal it's hard to say what I would do in the moment.
My first instinct is to treat this as a false dilemma. Credit to GnollItAll and Wysperra for mentioning Feather Fall and Counterspell. This also feels like the perfect situation for Winged Boots. But without knowing if the character has any of these tools at their disposal it's hard to say what I would do in the moment.
If the character had any of those options I would have mentioned them (also, not a planned dilemma at all).
When presented with a dichotomous dilemma, it's rarely productive for respondents to be introducing third options in an attempt to nullify the dilemma. I agree there is key context that's missing that would fundamentally affect my answer (why are we fighting? What are our goals? What are the potential consequences of letting the bad guy escape? Which character am I playing? Because my heroic Wizard would follow without hesitation, my more tactically minded Paladin would have more pause), but saying "I'd break the dilemma" is probably not very productive for whatever purposes the OP has in mind.
And yes, these situations do arise. My last campaign ended with the party about to be TPK'd, when I took advantage of the bright spark that came to the mind of the Barbarian that was busy being chewed on by the Tarrasque to use a Bag of Holding Bomb to kill it and himself to offer a cool way out. They were exhausted, next to no resources remaining and had basically no options left; run with his plan, or try and hide. The latter would probably end up with at least some being caught and killed. A dichotomous dilemma.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
How high up am I? Does my character understand how unrealistic D&D mechanics are? That makes a difference. In the real world a fall from high altitude is not fall damage and/or death saves, it's nearly always just death. IMO, that requires meta-knowledge that the character will not have. If I were in my character' shoes, I take the teleport. I'm probably going to die, but I have a puncher's chance. Not willingly going is just openly accepting death for no gain.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
what's the characters WIS and INT scores? but seriously, this isn't a question of what the player does, it's a question of what you think works for the character. Some characters would think of it only as a trap and refuse while others will be desperately clinging to life and accept... that is where role-playing matters and not just making your character your personal self-insert.
So is your character a naive and brazen hero, defiant against the villain or are they a money hungry mercenary just trying to get a better life? It's really a character question.
I think others have laid out a good number of factors which might influence my decision - mostly the individual character and what they would do. There are two more factors that have not been mentioned I would consider.
The first, and most major, is the social compact of gaming. Splitting the party, for an unknown purpose, to an unknown location, could result in one character monopolizing certain portions of game time while others become spectators. The fact it is the DM offering the situation would mean I likely will heavily consider the DM’s track record with an eye toward “do I think they can handle this in a way that doesn’t result in dull gameplay for everyone else.” As a secondary element, I would likely consider the group I am in - I have one group where the players can stay invested watching others’ stories and another less so. Even if the facts and character were otherwise identical, I very likely would make different choices in each of those groups.
The next thing I would consider would be my ability to relay information back to the party . If I had, for example, Sending and a slot to use it, I might be more inclined to go - that way, even if I die, I can give the party useful information with my final six seconds or so, mitigating some of the negative should the gamble not pay off.
what's the characters WIS and INT scores? but seriously, this isn't a question of what the player does, it's a question of what you think works for the character. Some characters would think of it only as a trap and refuse while others will be desperately clinging to life and accept... that is where role-playing matters and not just making your character your personal self-insert.
So is your character a naive and brazen hero, defiant against the villain or are they a money hungry mercenary just trying to get a better life? It's really a character question.
I don't think any character is ever going to think falling to their death is a viable option. Unless the character has reason to believe that the villian WANTS the character to come along for some nefarious purpose, no reasonable person would arrive at the conclusion that death is superior to life.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
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You (fairly seriously hurt) and a villain (also fairly seriously hurt) are on top of the villain's flying mount (mostly unhurt), and the villain decides to teleport away, along with his mount. Teleport affects up to eight willing targets within range, and the villain tries to take you along. If you decide you're unwilling, you don't go anywhere (and fall; you have no certain means of avoiding falling and will probably be making death saves if you do fall, but it's a high level party, you'll get better). If you decide you're willing, you teleport with him.
Can't answer. Need more context.
A lot would depend on my character, I could see different ones making different choices. Mostly, I’d say yes. Most of my characters are up for shenanigans like this.
The proper question here is: 'Do you allow the villain to escape?' And the answer to that question is no.
I do wonder why he wants to bring me along? Maybe he thinks he's going to win? Take me somewhere - perhaps where he has allies - overpower me and take me prisoner? But the fight isn't over as long as I'm not making death saves, and I'm sure my powerful friends will find a way to follow. Maybe. Are we fighting someone who has teleport, but we do not?
Also, if I'm on his mount, chances are I'm a barbarian. That's just a thing, barbarians (at least as I play them) tend to do stuff like that. Just to make it even clearer that I'll fight to the death. To the frustration of many a GM who imagined other options =)
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Depending on my character but in most case choosing between being willing to teleport away with a villain or face an almost certain death is an easy choice.
Where are we going?
I mean… die… or might die… or rather die now or die later?
i’d say teleport with them and hope for the best.
The only way around this is something like feather fall or flight. I was going to say I’d let Searing Vengeance of the Boon of Recovery takeover, but from that height I’d likely be killed outright.
As long as your character is alive, you have options. So the real question is what makes a better story?
If the villain wanted you dead, he would not be offering to bring you along. Perhaps the villain can be reformed, if so the first step is establishing a rapport or connection, they may be offering an olive branch...
Even if your PC is heading towards capture, there's information you could learn from that, information you might not have any other means of learning. Capture means possibility of escape, learning more of their evil plans, gaining allies amongst the villains dissillusioned followers, etc.
So the real question is, why would you want to risk cutting your character's story short by not going with the villain?
Playing D&D since 1982
Have played every version of the game since Basic (original Red Box Set), except that abomination sometimes called 4e.
Depends on many variables not listed.
My capabilities, resources, the stakes of the villain, the risks to the innocent should they escape, my character's motives, what i know of the villain that would tell me why they wanted to take me with them.
Also this whole scenario is contingent on me not having many things i normally have, like feather fall, dimension Door, or Banish. I am more likely to Banish the mount and make sure both of us paint the ground than I am to let him get away if the stakes are high enough.
Would also depend on the DM, would i think they would shaft me, or do i think they are giving me a chance for fun story.
He/Him. Loooooooooong time Player.
The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call
To rise up in triumph should we all unite
The spark for change is yours to ignite."
Kalandra - The State of the World
I'd clarify with the DM first as to whether this is a a simple attempt to kill my character, or is this something that the DM is considering using to develop the story and lead to cool story lines.
If it's the latter, then I'd roll with it and see what fun we can have.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
So many things left unsaid, like many a DMs, that forget that a PC does not have all of the context. Therefore answer details are all over the place, in spite if it being a simple yes/no answer.
Context does really matter.
I am sure the original poster assumed that this is a an easy yes/no answer. But as the above posts show, it is not. The underlying theme to all of these answers is a lack of context.
In addition to the above, there is also a major context item, not mentioned. How do I get on the mount with the villain? Did I get on the mount with my free will or was I scooped up and kidnapped? In fact could I have captured the mount and the villain hopped onto reclaim the mount and took off?
The method of how I was on a flying mount, can indicate how the DM wanted to proceed. Or if i just arrived to spoil an escape that means I am a wild card in this particular instance. Both methods can result in a vastly different outcome.
Baddie trying to teleport me can’t possibly be good for me. If I die here, my friends are likely to save me. If I die wherever the baddie is taking me, I roll up a new PC. I stay and live to fight another day.
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Actually, no, but if you want more context:
The party is 14th level, and death is... an inconvenience. If the body is recoverable, it's a minor inconvenience; if not, it's a major inconvenience.
The villain is not a Big Bad, last the PCs knew he was working for the Big Bad (who sent a horrible undead monstrosity after their flying ship) but didn't seem particularly devoted to the cause, last time they met he offered to cast teleportation circle to send them after their target (they declined), this time he sneaked on board their ship while they were fighting said undead monstrosity with the apparent objective of stealing an artifact (which he didn't actually succeed at). There is no reason to think that teleporting away with a PC was his original plan, and he's injured enough that the pursuing PC had a reasonable belief that he could be taken out before he got another action. His flying skeletal steed is largely uninjured and of unclear threat level; it probably cannot take out multiple PCs but might take out one. His destination is unknown, whether he has allies/minions at his destination is unknown.
Counterspell!
If I believe I have a reasonable chance of defeating the bad guy, I'd go for it.
If I don't think I can take him, stay behind.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
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"real life is a super high CR."
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"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
My first instinct is to treat this as a false dilemma. Credit to GnollItAll and Wysperra for mentioning Feather Fall and Counterspell. This also feels like the perfect situation for Winged Boots. But without knowing if the character has any of these tools at their disposal it's hard to say what I would do in the moment.
If the character had any of those options I would have mentioned them (also, not a planned dilemma at all).
When presented with a dichotomous dilemma, it's rarely productive for respondents to be introducing third options in an attempt to nullify the dilemma. I agree there is key context that's missing that would fundamentally affect my answer (why are we fighting? What are our goals? What are the potential consequences of letting the bad guy escape? Which character am I playing? Because my heroic Wizard would follow without hesitation, my more tactically minded Paladin would have more pause), but saying "I'd break the dilemma" is probably not very productive for whatever purposes the OP has in mind.
And yes, these situations do arise. My last campaign ended with the party about to be TPK'd, when I took advantage of the bright spark that came to the mind of the Barbarian that was busy being chewed on by the Tarrasque to use a Bag of Holding Bomb to kill it and himself to offer a cool way out. They were exhausted, next to no resources remaining and had basically no options left; run with his plan, or try and hide. The latter would probably end up with at least some being caught and killed. A dichotomous dilemma.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
How high up am I? Does my character understand how unrealistic D&D mechanics are? That makes a difference. In the real world a fall from high altitude is not fall damage and/or death saves, it's nearly always just death. IMO, that requires meta-knowledge that the character will not have. If I were in my character' shoes, I take the teleport. I'm probably going to die, but I have a puncher's chance. Not willingly going is just openly accepting death for no gain.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
what's the characters WIS and INT scores? but seriously, this isn't a question of what the player does, it's a question of what you think works for the character. Some characters would think of it only as a trap and refuse while others will be desperately clinging to life and accept... that is where role-playing matters and not just making your character your personal self-insert.
So is your character a naive and brazen hero, defiant against the villain or are they a money hungry mercenary just trying to get a better life? It's really a character question.
I think others have laid out a good number of factors which might influence my decision - mostly the individual character and what they would do. There are two more factors that have not been mentioned I would consider.
The first, and most major, is the social compact of gaming. Splitting the party, for an unknown purpose, to an unknown location, could result in one character monopolizing certain portions of game time while others become spectators. The fact it is the DM offering the situation would mean I likely will heavily consider the DM’s track record with an eye toward “do I think they can handle this in a way that doesn’t result in dull gameplay for everyone else.” As a secondary element, I would likely consider the group I am in - I have one group where the players can stay invested watching others’ stories and another less so. Even if the facts and character were otherwise identical, I very likely would make different choices in each of those groups.
The next thing I would consider would be my ability to relay information back to the party . If I had, for example, Sending and a slot to use it, I might be more inclined to go - that way, even if I die, I can give the party useful information with my final six seconds or so, mitigating some of the negative should the gamble not pay off.
I don't think any character is ever going to think falling to their death is a viable option. Unless the character has reason to believe that the villian WANTS the character to come along for some nefarious purpose, no reasonable person would arrive at the conclusion that death is superior to life.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha