Charming Experience on the Vampire Express GM 911

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Charming Experience on the Vampire Express GM 911
Original GM 911 Post
GM911 My players are about to walk into a Total Party Charm.

How can I make a Vampiric Total Party Charm a fun challenge that is still within the reasonable actions of a Vampire?

My players' party (4x lvl 8 PCs and 1x befriended winter wolf) is
about to encounter a vampire. They'll likely want to fight it, as they
have no idea how powerful DnD vampires are. They've met the vampire before and lied to it, and it is now hostile towards them; so even if they don't initiate the fight, they Vampire would.

Instead of a TPK, it may be in the Vampire's best interest to charm
the whole party (which, it seems to me, is also a decent combat
tactic). The Vampire is a survivor and currently sole occupant of the crashed flying castle from HotDQ. While it waits for reinforcements, it doesn't have guards during the daylight hours. A charmed PC party would fit the bill.

I like the idea of the players needing to break the charm before more enemies arrive (days or weeks). But if it is too easily solveable, the vampire would rather have killed them. An example of an easy solve is to walk away during the day, and wait for the Charm to wear off. Can I say the Vampire's request (which they need to take in the most favourable way, according to the stat block) is for them to never leave the castle? If so, the players could get out by casting Calm Emotions, giving them a minute in which they can ignore the charm and escape the castle. But a Vampire should know Clerics can cast the spell, so would she not rather kill the Cleric and keep the rest?

In short: I doubt the party can defeat the Vampire, and I don't want
to TPK them. A total party charm could make sense if I can limit the characters from doing some obvious things to break the charm. But I'm not sure how to keep this a fun challenge that is not a death sentence and doesn't remove too much player agency.
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