At second level (IIRC), my lowly Ranger had a tent made with lead foil sandwhiched between the layers of leather... Why? Most scrying magics are stopped by a thin sheet of lead or gold. I'm sure the bad guys know this, too. (Does it stop Teleportation? I don't recall).
As for resting, the bad guys probably have access to a few ghosts they can use to follow the PCs around, once they know where they are, in the dungeon. They can pretty much spy invisibly, and relate party plans to whatever needs to know, while a big boss coordinates troops...
Of course, the areas just outside and inside the "throne room" (or whatever) should have an anti-magic zone on them... That's where I'd put it, if I were designing one! (High ceiling, create something big above the AMZ, splat! You try to cast a spell, there - Oops!)
The Haunted Lead-Mine is a baddie, but is one of those nerf-thingies...
You've got your evil temple and priests, right? Any enemies who can't be ressurected can be reainmated. When any undead go "boom", a rapid-response strike team moves in to assess and report back. The big bads then respond.
Any of this helping?
As for resting, the bad guys probably have access to a few ghosts they can use to follow the PCs around, once they know where they are, in the dungeon. They can pretty much spy invisibly, and relate party plans to whatever needs to know, while a big boss coordinates troops...
Of course, the areas just outside and inside the "throne room" (or whatever) should have an anti-magic zone on them... That's where I'd put it, if I were designing one! (High ceiling, create something big above the AMZ, splat! You try to cast a spell, there - Oops!)
The Haunted Lead-Mine is a baddie, but is one of those nerf-thingies...
You've got your evil temple and priests, right? Any enemies who can't be ressurected can be reainmated. When any undead go "boom", a rapid-response strike team moves in to assess and report back. The big bads then respond.
Any of this helping?