First, some information about the party and context about the situation: The party is level 4. It consists of a merfolk glamour bard, an elf light cleric, a kor fey wanderer ranger, a dragonborn monk/barbarian, and a dragonborn rogue/monk. They will be ambushed while travelling and forced into a hunger-games like scenario.
The problem is, the bard has a kitten, the cleric has a baby dragon (it's a long story), and some of the others also have pets. I'm not sure what to do with their pets while they're in the arena, because I don't just want to kill them.
First off, players usually hate it when their characters get arrested and will usually fight to the death instead. For whatever reason, they will typically always opt for the noble TPK over incarceration. Just a heads-up.
Second, let them keep their pets in the arena. Why not?
I have a feeling that the rogue and barbarian will fight, but the bard will absolutely refuse to and the others will stop before they die. The only reason why not to let them keep their pets is they don't get to keep their gear, they have to scavenge it. They'll get it back after they escape.
Have a pet arena besides the main one, and have them compete against other pets !
That's not a bad idea. I think the dragon will probably win though.
You might want to create categories of pets to avoid this, the dragon might be in the "super heavy" or something of the kind. Or maybe an NPC has a pet kraken... :D
The pets could be held in a zoo/menagerie, displayed by the big baddie as trophies.
I only suggest this because I have had players who were rather laid back about losing characters to a bad situatio/die role but might be pretty upset if I were to pit their imaginary pets against one another. This way the pets are not really ‘at risk’ until they are rescued by the Characters to whom they are attached. The rescue of the pets could even be a major part of their escape.
Alternatively, if any of the players have a psychic connection to any of the critters, that could become a important part of the narrative.. while the bad guys are distracted by the players being pitted against foes in the arena, the pets are making an escape and bringing the players keys, important items, or the like..
I vote the the zoo/trophies as well. Use them to torment the characters. Imagine them fighting it out in the arena, while the dude running the show is sitting there petting the kitten on his lap and the dragon laying at his side. That would drive the characters crazy. And really let him lean into it, the guy will rename them and taunt the players "I don't know what you called this kitten, but now his name is Mr. Socks, and he's got a new daddy. Isn't that right Mr. Socks."
I'd also add to sposta's caution about them probably fighting to the death. Though you could tell them during the fight that the enemies are dealing nonlethal damage, and seem to be trying to knock them out instead of kill them. Players also go crazy when you say that, and it will really amp up the tension in that fight.
I vote the the zoo/trophies as well. Use them to torment the characters. Imagine them fighting it out in the arena, while the dude running the show is sitting there petting the kitten on his lap and the dragon laying at his side.
Also an excellent idea.
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WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
First off, players usually hate it when their characters get arrested and will usually fight to the death instead. For whatever reason, they will typically always opt for the noble TPK over incarceration. Just a heads-up.
Second, let them keep their pets in the arena. Why not?
I haven't tried this yet, but it doesn't seem to me like fighting to the "death" is much of a problem. 0 hit points isn't death. You can just fight until they're all at 0 hit points. Then at the start of the next session say, "You all wake up in a prison cell."
The danger is that if one of them goes unconscious much earlier than the others, they might fail their death saving throws. But the rules actually allow you to designate an attack as non-lethal, so that if it drops them to 0 hit points they're stable. Players can do this when they want to interrogate enemies, and the DM can do the same.
They're still gonna hate to lose. There are no 2 ways about it. Players HATE losing.
Even in my group... our session 0, I asked what's something you have never done in D&D but always wanted to? One of them said, "Legit lose... like actually fail the world quest and then have to suffer the consequences."
He said it, but I bet if it actually happens, he'll hate it.
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WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Yeah, but maybe they want to lose a little. If you lose a little, it's more satisfying when you win. The bigger they can lose a little but still hold out hope, the stronger they feel, and that's kind of the point of fantasy.
I have a feeling that the rogue and barbarian will fight, but the bard will absolutely refuse to and the others will stop before they die. The only reason why not to let them keep their pets is they don't get to keep their gear, they have to scavenge it. They'll get it back after they escape.
The pets escape the ambush. Let them see the dragon looking for them, and maybe the kitten is able to sneak in and out of where they are held.
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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.
First off, players usually hate it when their characters get arrested and will usually fight to the death instead. For whatever reason, they will typically always opt for the noble TPK over incarceration. Just a heads-up.
Second, let them keep their pets in the arena. Why not?
I haven't tried this yet, but it doesn't seem to me like fighting to the "death" is much of a problem. 0 hit points isn't death. You can just fight until they're all at 0 hit points. Then at the start of the next session say, "You all wake up in a prison cell."
The danger is that if one of them goes unconscious much earlier than the others, they might fail their death saving throws. But the rules actually allow you to designate an attack as non-lethal, so that if it drops them to 0 hit points they're stable. Players can do this when they want to interrogate enemies, and the DM can do the same.
The problem with this approach is that the players will feel rail-roaded. Give them a reason to surrender...perhaps have the dragon get captured, or the bad guys have a little girl. Give them the option to "volunteer as tribute".
Rollback Post to RevisionRollBack
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.
First off, players usually hate it when their characters get arrested and will usually fight to the death instead. For whatever reason, they will typically always opt for the noble TPK over incarceration. Just a heads-up.
Second, let them keep their pets in the arena. Why not?
I haven't tried this yet, but it doesn't seem to me like fighting to the "death" is much of a problem. 0 hit points isn't death. You can just fight until they're all at 0 hit points. Then at the start of the next session say, "You all wake up in a prison cell."
The danger is that if one of them goes unconscious much earlier than the others, they might fail their death saving throws. But the rules actually allow you to designate an attack as non-lethal, so that if it drops them to 0 hit points they're stable. Players can do this when they want to interrogate enemies, and the DM can do the same.
The problem with this approach is that the players will feel rail-roaded. Give them a reason to surrender...perhaps have the dragon get captured, or the bad guys have a little girl. Give them the option to "volunteer as tribute".
I would only put them in prison in the first place if they’d earned it, if they’d taken a course of action I clearly implied was dangerous. Then, I don’t think it’s railroading to give them consequences for their decisions.
There was a thread on here a few months ago by a DM who had a situation in which the party had triggered half a dungeon to come down on them and got outnumbered... when they fled, a couple went down, and then another one got caught in a pit trap. The DM by this point had stated that the bad guys were striking to incapacitate, not kill.
In response, the last 2 players whose characters were still up said, "We kill ourselves." That is how much they objected to being captured. They would rather kill their characters, end the campaign, and start over, than be taken prisoner and have to escape.
Not all players will be this extreme but players hate losing fights. Fact of RPGs.
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
First off, players usually hate it when their characters get arrested and will usually fight to the death instead. For whatever reason, they will typically always opt for the noble TPK over incarceration. Just a heads-up.
Second, let them keep their pets in the arena. Why not?
I haven't tried this yet, but it doesn't seem to me like fighting to the "death" is much of a problem. 0 hit points isn't death. You can just fight until they're all at 0 hit points. Then at the start of the next session say, "You all wake up in a prison cell."
The danger is that if one of them goes unconscious much earlier than the others, they might fail their death saving throws. But the rules actually allow you to designate an attack as non-lethal, so that if it drops them to 0 hit points they're stable. Players can do this when they want to interrogate enemies, and the DM can do the same.
The problem with this approach is that the players will feel rail-roaded. Give them a reason to surrender...perhaps have the dragon get captured, or the bad guys have a little girl. Give them the option to "volunteer as tribute".
I would only put them in prison in the first place if they’d earned it, if they’d taken a course of action I clearly implied was dangerous. Then, I don’t think it’s railroading to give them consequences for their decisions.
the op is trying to arrest them to put them into his arena, and they haven't earned that. So, the "earned" part is off the table.
Rollback Post to RevisionRollBack
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.
1) Setting up the players to lose is hard but another form of management is to establish that the guards have honor and that "Do you yield?" will lead to a fair treatment. You might need to show this happening to someone else to help protect the players.
2) Once captured, hand out new characters sheets that represent the pets and other animals the pets can befriend/ ally with. New mini campaign: Rescue the owners! Let them play as the kitten or the dragon or whatever. Go nuts for a while.
First, some information about the party and context about the situation: The party is level 4. It consists of a merfolk glamour bard, an elf light cleric, a kor fey wanderer ranger, a dragonborn monk/barbarian, and a dragonborn rogue/monk. They will be ambushed while travelling and forced into a hunger-games like scenario.
The problem is, the bard has a kitten, the cleric has a baby dragon (it's a long story), and some of the others also have pets. I'm not sure what to do with their pets while they're in the arena, because I don't just want to kill them.
Any Thoughts?
Thanks!
First off, players usually hate it when their characters get arrested and will usually fight to the death instead. For whatever reason, they will typically always opt for the noble TPK over incarceration. Just a heads-up.
Second, let them keep their pets in the arena. Why not?
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Whoever captures them just steals their pets. Who doesn't want a kitten? Or a dragon?
"Ignorance is bliss, and you look absolutely miserable."
I have a feeling that the rogue and barbarian will fight, but the bard will absolutely refuse to and the others will stop before they die. The only reason why not to let them keep their pets is they don't get to keep their gear, they have to scavenge it. They'll get it back after they escape.
That's not a bad idea. I think the dragon will probably win though.
I could do that. Thanks for the idea!
Here is another vote for the pet arena.
Let the PCs who own the pets control them for the fight, even if you normally play them as the DM. Don't make them just sit and watch the action.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Or..
The pets could be held in a zoo/menagerie, displayed by the big baddie as trophies.
I only suggest this because I have had players who were rather laid back about losing characters to a bad situatio/die role but might be pretty upset if I were to pit their imaginary pets against one another. This way the pets are not really ‘at risk’ until they are rescued by the Characters to whom they are attached. The rescue of the pets could even be a major part of their escape.
Alternatively, if any of the players have a psychic connection to any of the critters, that could become a important part of the narrative.. while the bad guys are distracted by the players being pitted against foes in the arena, the pets are making an escape and bringing the players keys, important items, or the like..
I vote the the zoo/trophies as well. Use them to torment the characters. Imagine them fighting it out in the arena, while the dude running the show is sitting there petting the kitten on his lap and the dragon laying at his side. That would drive the characters crazy. And really let him lean into it, the guy will rename them and taunt the players "I don't know what you called this kitten, but now his name is Mr. Socks, and he's got a new daddy. Isn't that right Mr. Socks."
I'd also add to sposta's caution about them probably fighting to the death. Though you could tell them during the fight that the enemies are dealing nonlethal damage, and seem to be trying to knock them out instead of kill them. Players also go crazy when you say that, and it will really amp up the tension in that fight.
Also an excellent idea.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Players hate HATE to be captured. Be aware of this before you launch that boat. If the plan is to capture them, they will hate it.
What I would recommend is that you keep this in your super secret file.
Because if they get legit defeated, THEN you can whip this beauty out. And the players will be totally ok with this idea.
It's not the same thing even if it sounds like the same thing.
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I haven't tried this yet, but it doesn't seem to me like fighting to the "death" is much of a problem. 0 hit points isn't death. You can just fight until they're all at 0 hit points. Then at the start of the next session say, "You all wake up in a prison cell."
The danger is that if one of them goes unconscious much earlier than the others, they might fail their death saving throws. But the rules actually allow you to designate an attack as non-lethal, so that if it drops them to 0 hit points they're stable. Players can do this when they want to interrogate enemies, and the DM can do the same.
They're still gonna hate to lose. There are no 2 ways about it. Players HATE losing.
Even in my group... our session 0, I asked what's something you have never done in D&D but always wanted to? One of them said, "Legit lose... like actually fail the world quest and then have to suffer the consequences."
He said it, but I bet if it actually happens, he'll hate it.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Yeah, but maybe they want to lose a little. If you lose a little, it's more satisfying when you win. The bigger they can lose a little but still hold out hope, the stronger they feel, and that's kind of the point of fantasy.
The pets escape the ambush. Let them see the dragon looking for them, and maybe the kitten is able to sneak in and out of where they are held.
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
The problem with this approach is that the players will feel rail-roaded. Give them a reason to surrender...perhaps have the dragon get captured, or the bad guys have a little girl. Give them the option to "volunteer as tribute".
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
I would only put them in prison in the first place if they’d earned it, if they’d taken a course of action I clearly implied was dangerous. Then, I don’t think it’s railroading to give them consequences for their decisions.
There was a thread on here a few months ago by a DM who had a situation in which the party had triggered half a dungeon to come down on them and got outnumbered... when they fled, a couple went down, and then another one got caught in a pit trap. The DM by this point had stated that the bad guys were striking to incapacitate, not kill.
In response, the last 2 players whose characters were still up said, "We kill ourselves." That is how much they objected to being captured. They would rather kill their characters, end the campaign, and start over, than be taken prisoner and have to escape.
Not all players will be this extreme but players hate losing fights. Fact of RPGs.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
the op is trying to arrest them to put them into his arena, and they haven't earned that. So, the "earned" part is off the table.
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
So two thoughts:
1) Setting up the players to lose is hard but another form of management is to establish that the guards have honor and that "Do you yield?" will lead to a fair treatment. You might need to show this happening to someone else to help protect the players.
2) Once captured, hand out new characters sheets that represent the pets and other animals the pets can befriend/ ally with. New mini campaign: Rescue the owners! Let them play as the kitten or the dragon or whatever. Go nuts for a while.
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