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What would you guard a gate to the Abyss with?
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<blockquote data-quote="Celebrim" data-source="post: 3350209" data-attributes="member: 4937"><p>You aren't going to be able to hide the existance of the gate, at least not from anyone that counts. You also aren't going to be able to do this yourself (nor as a Paladin would you normally try). You'll need your church.</p><p></p><p>As long as the demons know where the gate is, they'll use back channels to get the information in the hands of fools and worshipers on the prime, and then any attempt at obfuscation is doomed. Also, thier are alot of powerful divinations that make a mockery of the 'the best defense is no one knows where it is' plan.</p><p></p><p>My suggestion, build your tomb around the gate, build a dungeon around your tomb with a false tomb in it, build a church atop the dungeon. You have two layers of defence. The outer layer is the false tomb (which guards the gate to the inner defenses). The church gaurds this and they gaurd it zealously, and in particular they can do things like several layers of Hallow, lots of glyphs of warding, a few magical traps, and constructs and so forth - and the best part is they'll guard, upkeep, and maintain this if only to perserve the sanctity of the site. You want an outer defense like this because you want a dungeon that survives multiple forays, and you want an outer layer that easily heals itself and is active in protecting the site so that the enemy doesn't use the Belloch approach (dig it all up) rather than the riskier Indiana Jones approach.</p><p></p><p>The inner layer is lethal traps - teleport circles, compacting rooms, poisonous gas, triggered fireballs, triggered disentigrates - and constructs. You'll need typical anti-breaching, anti-scrying defenses to stop unauthorized teleporters. </p><p></p><p>And I don't see why you can't get Outsiders in on the project. Just because good outsiders are busy doesn't mean that they are unreasonable. As a player, it always annoyed me when you saved the universe and people still treated you like a leper and a criminal, so I try to avoid the 'NPC's are unhelpful to you just because' style of DMing. In this case, it seems to me like enternally gaurding an unclosable Abyssal gate is the sort of thing LG outsiders will practically fight each other over the honor of doing the duty. Even Celestia doesn't have unlimited resources, but one or two archons in the inner layer keeping an eye on things is not out of the question given the importance of the site. This also has the advantage of having someone who can teleport out for help (and teleport back in with it) should the inner layer be breached in force.</p><p></p><p>In the very very inner layer, you can use defenses that can't be easily repaired. Permenent walls of force, one shot Greater Planar Binding traps bringing a Solar in for the occasion, one shot imprisonment traps, polymorphed nastiness that is released by triggered greater dispelling traps. Etc. You may assume that a breach of this seriousness will be noted on the outside (everyone in the church is dead, for instance), and heroes will be looking into it and picking up where you left off.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3350209, member: 4937"] You aren't going to be able to hide the existance of the gate, at least not from anyone that counts. You also aren't going to be able to do this yourself (nor as a Paladin would you normally try). You'll need your church. As long as the demons know where the gate is, they'll use back channels to get the information in the hands of fools and worshipers on the prime, and then any attempt at obfuscation is doomed. Also, thier are alot of powerful divinations that make a mockery of the 'the best defense is no one knows where it is' plan. My suggestion, build your tomb around the gate, build a dungeon around your tomb with a false tomb in it, build a church atop the dungeon. You have two layers of defence. The outer layer is the false tomb (which guards the gate to the inner defenses). The church gaurds this and they gaurd it zealously, and in particular they can do things like several layers of Hallow, lots of glyphs of warding, a few magical traps, and constructs and so forth - and the best part is they'll guard, upkeep, and maintain this if only to perserve the sanctity of the site. You want an outer defense like this because you want a dungeon that survives multiple forays, and you want an outer layer that easily heals itself and is active in protecting the site so that the enemy doesn't use the Belloch approach (dig it all up) rather than the riskier Indiana Jones approach. The inner layer is lethal traps - teleport circles, compacting rooms, poisonous gas, triggered fireballs, triggered disentigrates - and constructs. You'll need typical anti-breaching, anti-scrying defenses to stop unauthorized teleporters. And I don't see why you can't get Outsiders in on the project. Just because good outsiders are busy doesn't mean that they are unreasonable. As a player, it always annoyed me when you saved the universe and people still treated you like a leper and a criminal, so I try to avoid the 'NPC's are unhelpful to you just because' style of DMing. In this case, it seems to me like enternally gaurding an unclosable Abyssal gate is the sort of thing LG outsiders will practically fight each other over the honor of doing the duty. Even Celestia doesn't have unlimited resources, but one or two archons in the inner layer keeping an eye on things is not out of the question given the importance of the site. This also has the advantage of having someone who can teleport out for help (and teleport back in with it) should the inner layer be breached in force. In the very very inner layer, you can use defenses that can't be easily repaired. Permenent walls of force, one shot Greater Planar Binding traps bringing a Solar in for the occasion, one shot imprisonment traps, polymorphed nastiness that is released by triggered greater dispelling traps. Etc. You may assume that a breach of this seriousness will be noted on the outside (everyone in the church is dead, for instance), and heroes will be looking into it and picking up where you left off. [/QUOTE]
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What would you guard a gate to the Abyss with?
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