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<blockquote data-quote="robertliguori" data-source="post: 3850463" data-attributes="member: 47776"><p>PCs kill things and take their stuff. They fight and loot especially hard when someone is trying to kill them first. This is, by and large, the game.</p><p></p><p>Pitting the PCs against local politics, hired champions, and the military might of a kingdom will rarely dissuade them once they hit about 10th level or so. At this point, conspiracies without high-level magic simply fall apart; there are too many magical ways to get information. Poison is also useless; a few Rod-extended spells of Delay Poison mean that the PCs can always get to an antidote before taking any damage.</p><p></p><p>From there, it's fairly simple to throw divinations out until a name pops up. The PCs then capture and interrogate (fatalities are acceptable; Raise Dead and Speak with Dead are both options at this point. Heck, Plane Shifting to the appropriate Outer Plane and hunting down the soul is an option at this point.) Repeat as necessary; overlapping divinations with multiple casters can get you to very high levels of certainty very quickly.</p><p></p><p>The mayor (or a convincing illusionary duplicate of him) will probably be killed by a similarly-illusionary duplicate of Ironfist. If Ironfist was a member of any guild or organization of professional killers, said organization would learn the folly of attacking enemies that can cast Lesser Planar Binding. On the rubble of whatever was left of their guildhouses would be a polite note to the survivors (if any), requesting that if they wish to avoid a further army of fire elementals, they should consider their targets more carefully in the future.</p><p></p><p>At level 10, an adventuring party is essentially sovereign against most nations without significant magic. If you don't like this, perhaps E6 is for you. Optionally, you should consider that if you don't want the PCs to fight something or someone, you really shouldn't have it oppose them in the first place.</p></blockquote><p></p>
[QUOTE="robertliguori, post: 3850463, member: 47776"] PCs kill things and take their stuff. They fight and loot especially hard when someone is trying to kill them first. This is, by and large, the game. Pitting the PCs against local politics, hired champions, and the military might of a kingdom will rarely dissuade them once they hit about 10th level or so. At this point, conspiracies without high-level magic simply fall apart; there are too many magical ways to get information. Poison is also useless; a few Rod-extended spells of Delay Poison mean that the PCs can always get to an antidote before taking any damage. From there, it's fairly simple to throw divinations out until a name pops up. The PCs then capture and interrogate (fatalities are acceptable; Raise Dead and Speak with Dead are both options at this point. Heck, Plane Shifting to the appropriate Outer Plane and hunting down the soul is an option at this point.) Repeat as necessary; overlapping divinations with multiple casters can get you to very high levels of certainty very quickly. The mayor (or a convincing illusionary duplicate of him) will probably be killed by a similarly-illusionary duplicate of Ironfist. If Ironfist was a member of any guild or organization of professional killers, said organization would learn the folly of attacking enemies that can cast Lesser Planar Binding. On the rubble of whatever was left of their guildhouses would be a polite note to the survivors (if any), requesting that if they wish to avoid a further army of fire elementals, they should consider their targets more carefully in the future. At level 10, an adventuring party is essentially sovereign against most nations without significant magic. If you don't like this, perhaps E6 is for you. Optionally, you should consider that if you don't want the PCs to fight something or someone, you really shouldn't have it oppose them in the first place. [/QUOTE]
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