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# Glints Guide to Kidnapping ## The Goal Before we talk about how to kidnap someone we need to make sure we are on the same page about kidnapping. Kidnapping means we want a target to be: 1: **In a secure location** and 2: **Restrained**.
Depending on the target one might be easier than the other but generally speaking you want to **finish at least one of these two points as fast as possible**.
## Information If you go unprepared into a fight you automatically lose so make sure to know you shit.
- **Does the target expect you?** Very important to make sure you surprise the target. - Does it have **guards** or does it not need any? - **Weaknesses**. What is it weak to (Physical Strength or Charming Effects)? - **Immunities** Is the target immune to poison? Can it not be put to sleep? **Can it not be charmed?**
Make sure you know this! - **Routines** and **possible abducting spots**. These include: - Any place where the target is alone. - A place like a bar, where it is careless. - An open place like a street where you can make a quick get away (with the target). - Any place where the target cannot run away, like on a ship or a secured building.
## Surprise Probably the **most important** thing for kidnapping is to surprise the target because that is the moment it has its guard down. * **Check weather or not you are expected.** * **Be fast.** Make it as quick as possible. Start off by immediately finishing point 1 or 2. * **Make a distraction** Anything to make the target stop thinking about the possibility of being abducted in this moment. That includes: * A big explosion in the near vicinity. * An amazing street performance. * A different problem for the target, like a drunk person annoying it (or one of its guards).
* **Confuse and block the enemies senses.** + Explosions are always useful + Smoke or bright light + Spells like: [Blindness/Deafness](https://www.dndbeyond.com/spells/blindness-deafness) and [Darkness](https://www.dndbeyond.com/spells/darkness)
## Getting the target to a secure location This is about where you want the target to be. Is is also your escape route so prepare it. - **A Carriage** is a very powerful tool to get you and the target to somewhere secure fast. - **A back alley or house** you secured beforehand, near somewhere the target regularly is. You get the target here first then restrain it and then bring it to the actual save place. - [**Tenser's Floating Disk**](https://www.dndbeyond.com/spells/tensers-floating-disk) to transport something (a body). You can put stuff on this disc and basically move freely. Alternatively you can use [Levitate](https://www.dndbeyond.com/spells/levitate) for just a singe target and more control. - **Be inconspicuous.** Making it seem like your just walking away with a friend. Casting something like [Invisibility](https://www.dndbeyond.com/spells/invisibility) on the body you are carrying is also useful. - **Be unseen** Move across rooftops, in the sewers or in back alleys. [Invisibility](https://www.dndbeyond.com/spells/invisibility) of course helps here as well but [Pass without Trace](https://www.dndbeyond.com/spells/pass-without-trace) also does wonders.
## Restraining the target Now i talk here about *first* restraining the target not the final solution. These things here are to get the target in whatever you decided to do in the previous category. - **Alcohol**. Old and reliable. If it's possible it makes the target way more careless and also probably easier to charm. Even it the target get hostile now in the eyes of the public you are in the right. - **Brute force**. This works best when being fast and surprising the target. Knocking someone unconscious can take a whole fight but pulling someone in a carriage while driving by is a lot easier and faster. \pagebreak
- **Charming Spells:** - [Charm Person](https://www.dndbeyond.com/spells/charm-person): "Why don't you come with me for a second?" - [Suggestion](https://www.dndbeyond.com/spells/suggestion): "Follow me" - [Command](https://www.dndbeyond.com/spells/command) Not as powerful but noteworthy. - [Friends](https://www.dndbeyond.com/spells/friends) Useful but short.
- **Restraining Spells:** - [Mold Earth](https://www.dndbeyond.com/spells/mold-earth) and [Shape Water](https://www.dndbeyond.com/spells/shape-water). For example put water over you targets head so he can't scream or shout for help. - [Sleep](https://www.dndbeyond.com/spells/sleep) might not be strong enough for the actual target but maybe useful for guards. - [Hideous Laughter](https://www.dndbeyond.com/spells/hideous-laughter) good but very loud. - [Earthbind](https://www.dndbeyond.com/spells/earthbind), and [Hold Person](https://www.dndbeyond.com/spells/hold-person) are probably the best options.
### Other useful spells There are obviously more spells like Dimension Door but at that point you have so many options it would be impossible to list them all. - [Entangle](https://www.dndbeyond.com/spells/entangle), [Web](https://www.dndbeyond.com/spells/web) and [Grease](https://www.dndbeyond.com/spells/grease) for area of effect hindering abilities of possible pursuers. Not good for a single target though. - [Expeditious Retreat](https://www.dndbeyond.com/spells/expeditious-retreat), [Jump](https://www.dndbeyond.com/spells/jump), [Misty Step](https://www.dndbeyond.com/spells/misty-step), [Longstrider](https://www.dndbeyond.com/spells/longstrider) and [Fly](https://www.dndbeyond.com/spells/fly) for more movement. - [Calm Emotions](https://www.dndbeyond.com/spells/calm-emotions). Probably not so good for the target but it might enable you to abduct someone in broad daylight. - [Silence](https://www.dndbeyond.com/spells/silence) and [Counterspell](https://www.dndbeyond.com/spells/counterspell), to suppress some casting abilities and shouting. ### Other useful things - An informant near the target - knock out gas if available - Explosives! - Smoke bombs
\columnbreak ## Some Examples #### Some Noble ##### Info: - Expects us - mediocre physically and mentally - Walks around with lots of weak guards - Rarely alone in public ##### Plan: **1:** Observe and wait for a good moment in the open.
**2:** Cast speed buffing spells on one or two people.
**3:** Make explosion somewhere else which seems to have nothing to do with the target.
**4:** Cast hold person on target, while buffed persons run in. Maybe throw in a smoke bomb for extra confusion.
**5:** One person casts [Floating Disk](https://www.dndbeyond.com/spells/tensers-floating-disk) while running in. Other person loads target on disk. Both run off next turn.
**6:** If guards notice and try to follow use [Entangle](https://www.dndbeyond.com/spells/entangle), [Web](https://www.dndbeyond.com/spells/web) or [Grease](https://www.dndbeyond.com/spells/grease)
#### Some Elf Wizard ##### Info: - Does not expect us - Physically Weaker, cannot be charmed - Walks around with two strong guards - Never alone in public ##### Plan: **1:** Get Carriage
**2:** Observe and wait for moment when he is on a street
**3:** Drive by, grab the guy and pull him in the carriage.
**4:** Use shape water or silence so he can't cast verbal spells or shout. Ready counterspell just in case.
**5:** Drive into the sunset.
#### Some Bouncer ##### Info: - Does not expect us - physically strong, mentally weak - often alone in public ##### Plan: **1:** Secure some building or pay some homeless people to keep people out of that one back street for a day
**2:** Meet him when he is in a bar and drink with him or wait for when he is leaving.
**3:** Charm him to follow you into the prepared back alley.
**4:** Gank the fuck out of him.