
DimensionalThrift |
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One of our party of four was recently captured; the others located the hideout where they were being kept, and snuck through it to find where the captive was. They escaped, but made a lot of noise in the process and were seen speaking with the captive, who they didn’t have time to free, before retreating. So, naturally, after they left, the captors moved the prisoner to another part of the hideout that the heroes hadn’t been seen in.
The party slept, and with new spell slots the party’s caster used a couple casts of heightened Translocate with the intent to get in, grab the captive, and get out, since the captive’s location was now known. (Translocate doesn’t allow bringing creatures, but he’d thought of some workaround I’ve forgotten.) Of course, he came out empty handed since the enemies moved their friend to a new place.
This party has been very strategic and methodical, which is great, but they often get overly comfortable assuming nothing will change or that their enemies can’t plan too. They also tend to stick to one plan, albeit good ones, but not change or adapt if the plan isn’t working. Case in point, the caster plans to basically keep translocating in and out until they can find her new location; but that will require a rest between each attempt, giving the enemies time to counter again. This hideout does not contain an insurmountable amount of enemies; they could fight their way through with a little caution. Sometimes this caster likes to do a kind of malicious compliance and do things he knows are suboptimal in order to prove some point.
I want there to be consequences for the many assumptions the players are making, but more than that, I want to run a fun game. I’ve been giving the captive player things to do, but being a prisoner isn’t fun, so I’m not gonna let it go on for another session. I plan to, at the very least, hand-wave or retcon her into rejoining the party during or after their failed attempt, if not give her an escape arc.
Is there any way to have my cake and eat it too, here? The ultimate goal is fun, and I can forgo “teaching a lesson” in the name of that, but would really like their actions to have weight and consequence.
Thanks for reading. Apologies for the wall of text.