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Unfair Scrying
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<blockquote data-quote="Helldritch" data-source="post: 8549630" data-attributes="member: 6855114"><p>Here is an example from a previous campaign.</p><p>Level 1 to 3. Players helps a small town with a Kobold problem. Happens that the kobolds are following the order of a hobgoblin advisor with a few goblins as personal guards. One of the goblin escapes and warn his boss that a group of adventurers foiled the Kobold initiative.</p><p></p><p>Level 5 to 7. Players helps the area with an undead plague. Turns out that a necromancer with his disciples were the cause of the plague. One turned wight goes to warn the BBEG that adventurers are responsible for the failure of the necromancer. The BBEG starts to get upset by these interlopers and hires a few assassins to get rid of them. He continues his plans to unite a few hobgoblin tribes to sweep over the region.</p><p></p><p>Level 8 to 11. The players survive the assassination attempt. They are now aware that someone does not like them. Rumors of hobgoblins uniting under one banner abounds and they decide to break the horde before too late. They find out that the hobgoblins are uniting under the banner of a hobgoblin warlord. The keep of the warlord is in the mountains and this warlord has many males, clerics and others to back him up. Rumors have it that a young dragon or two are allied with him and that there is even an hypogryph air cavalry around the keep. Players uses scrying spells to get a good idea of what is the layout of the fortress and start planing their assault. Here the difficulty is not in the CR of the monsters, but their high number and organization. Their first attempt is a failure and they have to flee. Using a Leomund Tiny hut, they feel safe but scrying find them relatively fast and the warlords sends a killing expeditionary force to deal with the players. Meanwhile, clerics raises the dead as undead with the order to kill any one not hobgoblin or not wearing the warlords insignia. The kill party fails to kill the players but it is a one call. The warlord knows that and start to prepare defense for the next assault and sends a call for reinforcements.</p><p>Players succeed in their endeavor but learn from the dying warlord that his liege will kill them in his stead. A classy trope that never gets old.</p><p></p><p>Level 14 to 18</p><p>After a few side adventures unrelated to the previous events. The researches, divinations and investigations of the players pay off. They learn that the one responsible for many of their tribulations is a powerful archmage. Now they will take the fight to her. Unfortunately for them, the archmage knows about them from a combination of mundane spies and divination and scrying. The journey to her lair is dangerous and they decide to teleport. They fall into a teleport trap and are now stuck in a dungeon from which they must escape. She scry them at her leisure and they must fight the monsters that are inhabiting the complex. As they finally get to her after 3 levels of mazes, traps and ambushes, their ressources are so low that the archmage becomes quite a challenge, and she is not alone. She has friends and allies with her.</p><p>The players succeed but their losses are heavy.</p><p></p><p>Level 19 to 20.</p><p>Threats and assassinations attemps plague the players. It has been 5 years since they have killed the evil archmage and they had all but forgotten her. They start their research, divination and investigations and learn that the archmage was the lover of a powerful fiend summoner. The fight must be taken to Gehena as this fiend summoner lives there. Not only do they have to face the fiend summoner, but the sorceress has been raised from the dead. Not falling for a teleport trap again, the players use their own divination to learn of the layout and know that fiends will be there too. The campaign ends with the players victorious but barely. As the player leaves the horrid plane, they see a gigantic fiend calling them out. Your heirs shall pay for your deeds.</p><p></p><p>Scrying plays a big role in our games.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8549630, member: 6855114"] Here is an example from a previous campaign. Level 1 to 3. Players helps a small town with a Kobold problem. Happens that the kobolds are following the order of a hobgoblin advisor with a few goblins as personal guards. One of the goblin escapes and warn his boss that a group of adventurers foiled the Kobold initiative. Level 5 to 7. Players helps the area with an undead plague. Turns out that a necromancer with his disciples were the cause of the plague. One turned wight goes to warn the BBEG that adventurers are responsible for the failure of the necromancer. The BBEG starts to get upset by these interlopers and hires a few assassins to get rid of them. He continues his plans to unite a few hobgoblin tribes to sweep over the region. Level 8 to 11. The players survive the assassination attempt. They are now aware that someone does not like them. Rumors of hobgoblins uniting under one banner abounds and they decide to break the horde before too late. They find out that the hobgoblins are uniting under the banner of a hobgoblin warlord. The keep of the warlord is in the mountains and this warlord has many males, clerics and others to back him up. Rumors have it that a young dragon or two are allied with him and that there is even an hypogryph air cavalry around the keep. Players uses scrying spells to get a good idea of what is the layout of the fortress and start planing their assault. Here the difficulty is not in the CR of the monsters, but their high number and organization. Their first attempt is a failure and they have to flee. Using a Leomund Tiny hut, they feel safe but scrying find them relatively fast and the warlords sends a killing expeditionary force to deal with the players. Meanwhile, clerics raises the dead as undead with the order to kill any one not hobgoblin or not wearing the warlords insignia. The kill party fails to kill the players but it is a one call. The warlord knows that and start to prepare defense for the next assault and sends a call for reinforcements. Players succeed in their endeavor but learn from the dying warlord that his liege will kill them in his stead. A classy trope that never gets old. Level 14 to 18 After a few side adventures unrelated to the previous events. The researches, divinations and investigations of the players pay off. They learn that the one responsible for many of their tribulations is a powerful archmage. Now they will take the fight to her. Unfortunately for them, the archmage knows about them from a combination of mundane spies and divination and scrying. The journey to her lair is dangerous and they decide to teleport. They fall into a teleport trap and are now stuck in a dungeon from which they must escape. She scry them at her leisure and they must fight the monsters that are inhabiting the complex. As they finally get to her after 3 levels of mazes, traps and ambushes, their ressources are so low that the archmage becomes quite a challenge, and she is not alone. She has friends and allies with her. The players succeed but their losses are heavy. Level 19 to 20. Threats and assassinations attemps plague the players. It has been 5 years since they have killed the evil archmage and they had all but forgotten her. They start their research, divination and investigations and learn that the archmage was the lover of a powerful fiend summoner. The fight must be taken to Gehena as this fiend summoner lives there. Not only do they have to face the fiend summoner, but the sorceress has been raised from the dead. Not falling for a teleport trap again, the players use their own divination to learn of the layout and know that fiends will be there too. The campaign ends with the players victorious but barely. As the player leaves the horrid plane, they see a gigantic fiend calling them out. Your heirs shall pay for your deeds. Scrying plays a big role in our games. [/QUOTE]
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