My high-level party now has 2 casters able to cast teleport. They can now run into any dungeon and just escape freely when things get dangerous. Forbiddance does not prevent you from teleporting out and Antimagic Field is a 10ft radius spell that requires concentration.
How can I prevent my players from pulling off this cheesy strategy against smart opponents who have witnessed this strategy multiple times and can plan beforehand?
So far, I've only come up with Darkness spells (to prevent players from seeing each other to teleport) or Counterspells at the time of cast. Both are fairly unsatisfactory solutions, PCs can just run into another room, or behind a pillar, and teleport there. Is there any RaW way to protect the entire dungeon?
- The module's recommended approach is to capture PCs alive and enslave them, with escape being a part of the chapter. A military invasion is possible, but can prove deadly. In my version of the campaign, the PCs have an insider which has revealed the enemies have now set some traps and that the party needs to find a different strategy, be it infiltration or letting themselves be captured or something else.
- The PCs have an Helm of Teleportation on their Monk and a Wizard with Teleport prepared, not too large of an investment.
- Continuously adding random reinforcements to a dungeon with an established set of members (which the party have scouted with a Warlock Imp) seems to be a cheesy response to their strategy. By doing what they're doing, they slowly chip away at the enemies, killing a few of them every incursion, and slowly thinning out their forces
- It also makes it so that each incursion is a drawn out encounter without large consequences, part of a larger (and boring for both sides) attrition war
- It is a bit late to change the plot of the story and change the established "enemy took McGuffin from place before you did, and they are keeping it safe, as commanded by BBEG"