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Adventures of the Knights of the Silver Quill: Glacier Season
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<blockquote data-quote="MasterOfHeaven" data-source="post: 323818" data-attributes="member: 196"><p>Why is the Knights Keep still around? I assume either A) They have tons of magical protections on it the Dragon detected, and thus didn't attack it, or B) the Dragon is going to take over the Keep with various minions and use it as an advance base. </p><p></p><p>After all, the Dragon definitely could've easily destroyed a simple Keep, especially one of his age and powers. Also, I'm surprised the party was so easily able to teleport into Accessiwals lair. All the Dragon has to do, even if it doesn't have the spell capability itself (and I'm pretty sure Accessiwal does) to prevent such things is have a minion or hired Cleric cast Hallow/Unhallow and tie it to a Dimensional Anchor.</p><p></p><p>It's actually practically required you do this for really high level villians homes/lairs/dungeons/towers/etc., otherwise adventurers start doing the endless "scry, buff, teleport, attack" all the time. And who can blame them? If it's that easy to do, they should. Hell, I used to fall for such things all the time before I got more experience running high level adventures. </p><p></p><p>Big bads should use protections just like a group of adventurers would. Most adventuring parties I know, once they get to high levels, only sleep in secured fortresses/palaces/temples with lots of help available in case of an attack, and often magical protections to boot, or they simply throw up a Mords Mansion and sleep in that. Having a home or lair without adequate protections against teleportation and scrying is nigh suicide in higher levels, both for PCs and monsters.</p><p></p><p>Anyway, looking forward to seeing how this develops. May the party emerge victorious, after at least half of them die to the Dragon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="MasterOfHeaven, post: 323818, member: 196"] Why is the Knights Keep still around? I assume either A) They have tons of magical protections on it the Dragon detected, and thus didn't attack it, or B) the Dragon is going to take over the Keep with various minions and use it as an advance base. After all, the Dragon definitely could've easily destroyed a simple Keep, especially one of his age and powers. Also, I'm surprised the party was so easily able to teleport into Accessiwals lair. All the Dragon has to do, even if it doesn't have the spell capability itself (and I'm pretty sure Accessiwal does) to prevent such things is have a minion or hired Cleric cast Hallow/Unhallow and tie it to a Dimensional Anchor. It's actually practically required you do this for really high level villians homes/lairs/dungeons/towers/etc., otherwise adventurers start doing the endless "scry, buff, teleport, attack" all the time. And who can blame them? If it's that easy to do, they should. Hell, I used to fall for such things all the time before I got more experience running high level adventures. Big bads should use protections just like a group of adventurers would. Most adventuring parties I know, once they get to high levels, only sleep in secured fortresses/palaces/temples with lots of help available in case of an attack, and often magical protections to boot, or they simply throw up a Mords Mansion and sleep in that. Having a home or lair without adequate protections against teleportation and scrying is nigh suicide in higher levels, both for PCs and monsters. Anyway, looking forward to seeing how this develops. May the party emerge victorious, after at least half of them die to the Dragon. ;) [/QUOTE]
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