
Hyla |

How could a wizard defend its (lets say extensive) lair vs. a party of greedy adventurers that teleport in, kill a bunch of his minions, take some of his stuff, teleport out again, repeat.
The wizard has access to lvl 7 but not lvl 8 spells, so dimensional lock is out of the question (it covers a pretty small area, anyway).
Even a mental warning would be nice. The alarm spell comes to mind, but I guess covering his lair with two dozen alarm spells is not really helping - he would want to know WHERE the adventurers have teleported in.

KrispyXIV |

How could a wizard defend its (lets say extensive) lair vs. a party of greedy adventurers that teleport in, kill a bunch of his minions, take some of his stuff, teleport out again, repeat.
The wizard has access to lvl 7 but not lvl 8 spells, so dimensional lock is out of the question (it covers a pretty small area, anyway).
Even a mental warning would be nice. The alarm spell comes to mind, but I guess covering his lair with two dozen alarm spells is not really helping - he would want to know WHERE the adventurers have teleported in.
Constantly change it. Make it so that no mental image of the place is valid for more than a few hours, so that any attempt to teleport there simply fails.
Undead or construct minions could do this nonstop.
I think this should help, right? They have to know where they're going?

Sir_Wulf RPG Superstar 2008 Top 16 |

How could a wizard defend its (lets say extensive) lair vs. a party of greedy adventurers that teleport in, kill a bunch of his minions, take some of his stuff, teleport out again, repeat.
The wizard has access to lvl 7 but not lvl 8 spells, so dimensional lock is out of the question (it covers a pretty small area, anyway).
Even a mental warning would be nice. The alarm spell comes to mind, but I guess covering his lair with two dozen alarm spells is not really helping - he would want to know WHERE the adventurers have teleported in.
As a tactic, "scry and fry" has several vulnerabilities.
First, teleport requires that the teleporting caster be familiar with the destination. Savvy foes will redecorate regularly and block some areas against scrying to prevent their enemies from updating their knowledge of the area. Cruel foes will make sure the enemy becomes familiar with one room, then set that area up as a trap, with grappling minions, alchemists' fire, memnonic crystals, and silence spells handy to shut down the arrogant caster.
The complex's owner may spy on the enemy to determine when the next attack will come. While high-level adventurers are hard to spy on, their servants and animals aren't. A quick charm person makes the wizard's cook a trusted friend...

KrispyXIV |

As far as early warning goes, perhaps innocuous sentries in every room could help? Animate Objects can effect a bunch of small innocuous furniture per casting, all of which SHOULD be competant to sound an alarm under certain conditions (people arriving via teleportation for example). AS WELL, you could have this furniture rearrange itself every so often, to assist in making sure no mental image of his fortress remains valid.

Sir_Wulf RPG Superstar 2008 Top 16 |

If I were the target, I'd also place a couple of nasty cursed items in the area most likely to be hit. Let the raiders try to deal with a headband of prettydarnedsmart that incidentally pops a feeblemind onto its wearer when he enters battle, an effect kept in check by regularly washing it in unholy water. A magic aura spell can block that little wrinkle from the thief...
A simpler magic item might be a cursed scroll (supposedly teleport) that drops its reader into your prison without their equipment.

Sir_Wulf RPG Superstar 2008 Top 16 |

A really pissed opponent might determine where foes are likely to teleport to on their way OUT of his lair, sending out a group of powerful minions (a large fire elemental might be nice) to trash the destination beyond recognition after the raiders arrive in his lair.
Even nastier, he could redecorate his prison/deathtrap to precisely resemble their destination, making it the best "similar location" Bwahahaha...
"We'd better go - Wizard, what's wrong?"

Hyla |

As far as early warning goes, perhaps innocuous sentries in every room could help? Animate Objects can effect a bunch of small innocuous furniture per casting, all of which SHOULD be competant to sound an alarm under certain conditions (people arriving via teleportation for example). AS WELL, you could have this furniture rearrange itself every so often, to assist in making sure no mental image of his fortress remains valid.
I like this.
I do not think that rearranged furniture is sufficient to alter an area beyond recognition though.

Akeaka |

KrispyXIV wrote:As far as early warning goes, perhaps innocuous sentries in every room could help? Animate Objects can effect a bunch of small innocuous furniture per casting, all of which SHOULD be competant to sound an alarm under certain conditions (people arriving via teleportation for example). AS WELL, you could have this furniture rearrange itself every so often, to assist in making sure no mental image of his fortress remains valid.I like this.
I do not think that rearranged furniture is sufficient to alter an area beyond recognition though.
Get a halfling rogue or something similar with as many points into UMD as possible and get either dimensional anchor or Guards and Wards cast from a scroll, and then permanency-d from another!

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Make your entire lair a magic item. Or at least the areas that are most important. Use Craft Wondrous and Obscure Object to essentially make it immune to scrying. Should be pretty cheap since he already owns the lair.
You could throw in Mage's private sanctum too. It just requires permanency and gold.