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Don't let them escape! (How to lock down a city?)
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<blockquote data-quote="Umbran" data-source="post: 2022708" data-attributes="member: 177"><p>Okay, here's a big question that might make the thing easier - is the Enemy sure he wants to toss out this particular agent? She's in on a powerful council of the Kingdom, and while that spy may be less important than the McGuffin, she's herself represents a resource that isn't to be thrown away lightly. I respectfully submit that the Enemy might try to have it's cake and eat it too, and attempt to get the McGuffin without blowing her cover.</p><p></p><p>That means she <em>cannot</em> disappear just when they notice the McGuffin is missing. She wants to have an alibi. So, the Eleven go looking for her, and the find her! She's clearly frantically trying to cast divinations to find the McGuffin (which she has either hidden or handed off to a flunky).</p><p></p><p>Now, all heck can break loose. She has to recover the McGuffin and get it to her real masters. The Eleven are searching for it. The flunky can run into outside problems, and the McGuffin wind up in a third party's hands, and so on. If the two McGuffins are identical, certain divinatuion magics will give ambiguous or nonsensical answers when searching for it, and so on. </p><p></p><p>This reduces our nigh-impossible chase after a teleporting mage into a more merry dark comedy of errors chase through the city. Far better meat for an adventuring party, no?</p></blockquote><p></p>
[QUOTE="Umbran, post: 2022708, member: 177"] Okay, here's a big question that might make the thing easier - is the Enemy sure he wants to toss out this particular agent? She's in on a powerful council of the Kingdom, and while that spy may be less important than the McGuffin, she's herself represents a resource that isn't to be thrown away lightly. I respectfully submit that the Enemy might try to have it's cake and eat it too, and attempt to get the McGuffin without blowing her cover. That means she [i]cannot[/i] disappear just when they notice the McGuffin is missing. She wants to have an alibi. So, the Eleven go looking for her, and the find her! She's clearly frantically trying to cast divinations to find the McGuffin (which she has either hidden or handed off to a flunky). Now, all heck can break loose. She has to recover the McGuffin and get it to her real masters. The Eleven are searching for it. The flunky can run into outside problems, and the McGuffin wind up in a third party's hands, and so on. If the two McGuffins are identical, certain divinatuion magics will give ambiguous or nonsensical answers when searching for it, and so on. This reduces our nigh-impossible chase after a teleporting mage into a more merry dark comedy of errors chase through the city. Far better meat for an adventuring party, no? [/QUOTE]
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