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Where have all the heroes gone?
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<blockquote data-quote="haakon1" data-source="post: 3216746" data-attributes="member: 25619"><p>D&D doesn't work like that, in my campaign.</p><p></p><p>If somebody tried to take on the ruler, they'd discover, just among the things I've thought about:</p><p>- The chief adviser is a 10th level druid. That's relatively high level in my campaign.</p><p></p><p>- The ruler, who is usually out in the wars, is a 14th level Ranger. And a high member in the Knights of the Watch, a regional transnational organization of several thousand knights, who are not aristocrats, but paladins, fighters, clerics, rangers, and (in the sneaky subchapter) rogues. The Knights would bring a world of hurt on anyone who acted the ruler.</p><p></p><p>- The ruler's castle is proof against teleportation, of course. The main gate has built in Detect Magic, Detect Evil, See Invisibility, and Zone of Truth to aid the guards. They also have a Wall of Force panic button, operated by a grunt using a permanent clairvoyance "security camera" over the enclosure between the drawbridge and the portcullis.</p><p></p><p>- My highest level retired PC -- a 21st level high priest of Heimdall, the god of defense -- has been visiting the castle during the war, helping with healing. One of his old adventuring buddies, a 20th level wizard, is there too, having stayed after he finished the gate in the basement of the dunjeon to the party's secret stronghold in a distant land. Next to the gate sleeps an adult gold dragon, who has 12 levels in paladin.</p><p></p><p>- A player's retired 9th level ranger is often visiting.</p><p></p><p>- A giant who was made a nobleman is often visiting.</p><p></p><p>Like I said, that's just what I know about being there . . . I'd have no hesitation to make up on the spot that the throne has an automatic Wall of Force and Sphere of Invulnerability that goes up whenever magic is detected in the throne room, and that it has 1st edition psionic telepathy -- for any distant instant thought connections with close friends and allies -- built in.</p><p></p><p>Bottomline: Kings aren't stupid or weak, and PC's who try to mess with them should meet the full fury of the DM, assuming the DM doesn't want munchkin players. Much more fun to throw a 20th level party at the 15th level know-it-alls then to just rule the gods instantly annihiliate them all for challenging the divine right of kings, or you could have the king press the "teleport them to the Isle of Apes/City of Brass/666th level of Hell" button. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="haakon1, post: 3216746, member: 25619"] D&D doesn't work like that, in my campaign. If somebody tried to take on the ruler, they'd discover, just among the things I've thought about: - The chief adviser is a 10th level druid. That's relatively high level in my campaign. - The ruler, who is usually out in the wars, is a 14th level Ranger. And a high member in the Knights of the Watch, a regional transnational organization of several thousand knights, who are not aristocrats, but paladins, fighters, clerics, rangers, and (in the sneaky subchapter) rogues. The Knights would bring a world of hurt on anyone who acted the ruler. - The ruler's castle is proof against teleportation, of course. The main gate has built in Detect Magic, Detect Evil, See Invisibility, and Zone of Truth to aid the guards. They also have a Wall of Force panic button, operated by a grunt using a permanent clairvoyance "security camera" over the enclosure between the drawbridge and the portcullis. - My highest level retired PC -- a 21st level high priest of Heimdall, the god of defense -- has been visiting the castle during the war, helping with healing. One of his old adventuring buddies, a 20th level wizard, is there too, having stayed after he finished the gate in the basement of the dunjeon to the party's secret stronghold in a distant land. Next to the gate sleeps an adult gold dragon, who has 12 levels in paladin. - A player's retired 9th level ranger is often visiting. - A giant who was made a nobleman is often visiting. Like I said, that's just what I know about being there . . . I'd have no hesitation to make up on the spot that the throne has an automatic Wall of Force and Sphere of Invulnerability that goes up whenever magic is detected in the throne room, and that it has 1st edition psionic telepathy -- for any distant instant thought connections with close friends and allies -- built in. Bottomline: Kings aren't stupid or weak, and PC's who try to mess with them should meet the full fury of the DM, assuming the DM doesn't want munchkin players. Much more fun to throw a 20th level party at the 15th level know-it-alls then to just rule the gods instantly annihiliate them all for challenging the divine right of kings, or you could have the king press the "teleport them to the Isle of Apes/City of Brass/666th level of Hell" button. :] [/QUOTE]
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