HeavyG said:
In fact, the module does talk about blocking scrying and teleport. It's in the 'Scaling the adventure' sidebar. So, the author taught about it, but decided it would only be appropriate for parties above 15th level (which is the suggested level for the adventure).
There's also a part about the PCs scrying on the dragon (or any other NPC in its lair, even) and what it does if scryed upon (i.e. have his pet wizard cast screen on its lair). It's in the 'We're being watched' sidebar.
So, in a word, you're wrong.
I read the sidebar, and it covered the scrying aspect rather well. Obviously, the sidebar didn't help in Doc's case because all the info was about what to do AFTER the fact. It hardly matters if someone's casting Screen to keep guys from Scrying on you if they've already Teleported to you!
I admit I don't, as a rule, look at the "Scaling the Adventure" section, because most adventures don't scale well. However, I argue that Teleport handling needed to be in the MAIN adventure, in Really Big Letters (as much so as Scrying was), because the suggested level of the adventure was above 9. Handling teleporting PC's (even if the handling is to say "let them") is a CRUCIAL issue for any adventure that expects to host high-level adventurers!
If I were Doc, I would have stonewalled the Teleport spell even if it seemed a bit rushed (um... Scry doesn't give a good enough fix... you need T w/o Error for that!). But I'm not Doc, so all I can suggest is damage control.
If nobody's really willing to "Bobby Ewing" the matter, let the dragon do something appropriately evil (oh I dunno, enlist Jamison for some lich vs lich tactics or something), then get on with life. Perhaps the next time Doc warns the players they are entering a TPK situation, maybe they'll listen.
Oh yeah, lose the nook! The dragon's #1 advantage is his mobility. Their AC and HP are high enough that flanking rarely matters. It's not like you have 6 Rogues in your party or something!