crater
Explorer
How do you generally design higher level adventures to provide interesting challenges?
The party in my campaign is around 12th level, which is uncharted territory for us in 3.5 (or 3.0 for that matter). The DM is expressing concern with how he's going to run adventures for a party that has access to game-changing magic such as Scry, Teleport, etherealness and Kiss of the Vampire (from Magic of Faerun, which as far as I can tell seems a bit good for a 5th level spell).
What do other DMs do when a party scrys on enemies, then teleports in, pre-buffed with higher level spells? Is every significant villain in a campaign of this level protected with anti-scying magic in lead-lined towers? Is the Ethereal plane always full of ghosts and wandering ethereal monsters to stop characters going wherever they like while observing everything that goes on in the material plane? And on the flip side, should a high level party expect to have enemies teleporting in on them every day?
Some help would be appreciated!
The party in my campaign is around 12th level, which is uncharted territory for us in 3.5 (or 3.0 for that matter). The DM is expressing concern with how he's going to run adventures for a party that has access to game-changing magic such as Scry, Teleport, etherealness and Kiss of the Vampire (from Magic of Faerun, which as far as I can tell seems a bit good for a 5th level spell).
What do other DMs do when a party scrys on enemies, then teleports in, pre-buffed with higher level spells? Is every significant villain in a campaign of this level protected with anti-scying magic in lead-lined towers? Is the Ethereal plane always full of ghosts and wandering ethereal monsters to stop characters going wherever they like while observing everything that goes on in the material plane? And on the flip side, should a high level party expect to have enemies teleporting in on them every day?

Some help would be appreciated!