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General Tabletop Discussion
*Dungeons & Dragons
Countering Rest Spells (Tiny Hut, Rope Trick, et al)
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<blockquote data-quote="Oofta" data-source="post: 7882694" data-attributes="member: 6801845"><p>So the party walks out after the first thousand pound pile of crud is dropped. Roll for initiative.</p><p></p><p>Wait until they get a long rest? You're assuming of they can get out - I'm assuming a couple tons of pretty much impenetrable debris. They can't cast a spell to get out before the hut expires, those are blocked. Hut goes away they get crushed. If they don't get crushed, better hope they have teleport, because they've been covered in a new impenetrable barrier of mundane material.</p><p></p><p>[EDIT: don't forget that the area is in total, impenetrable darkness, you need a 3rd level or higher spell to see out, but again spells can't penetrate the hut. They can't see out without leaving the hut and casting a spell.] </p><p></p><p>I can't think off the top of my head how they'd get out. Doesn't mean they couldn't - players surprise me all the time. But I think there's a good chance they're simply SOL.</p><p></p><p></p><p>I read it. I don't think the dragon needs allies in this context. But they do have minions.</p><p></p><p>In my world and in most cases monsters have allies or at least other creatures that owe them favors or can be recruited in some other way. The party just got past the dragon's outer defenses, they obviously pose a threat. </p><p></p><p>Creatures that live for centuries did not get there by being reckless or thinking they can defeat every threat by themselves. I don't play dragons with a higher intelligence than most PCs that aren't wizards as stupid.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7882694, member: 6801845"] So the party walks out after the first thousand pound pile of crud is dropped. Roll for initiative. Wait until they get a long rest? You're assuming of they can get out - I'm assuming a couple tons of pretty much impenetrable debris. They can't cast a spell to get out before the hut expires, those are blocked. Hut goes away they get crushed. If they don't get crushed, better hope they have teleport, because they've been covered in a new impenetrable barrier of mundane material. [EDIT: don't forget that the area is in total, impenetrable darkness, you need a 3rd level or higher spell to see out, but again spells can't penetrate the hut. They can't see out without leaving the hut and casting a spell.] I can't think off the top of my head how they'd get out. Doesn't mean they couldn't - players surprise me all the time. But I think there's a good chance they're simply SOL. I read it. I don't think the dragon needs allies in this context. But they do have minions. In my world and in most cases monsters have allies or at least other creatures that owe them favors or can be recruited in some other way. The party just got past the dragon's outer defenses, they obviously pose a threat. Creatures that live for centuries did not get there by being reckless or thinking they can defeat every threat by themselves. I don't play dragons with a higher intelligence than most PCs that aren't wizards as stupid. [/QUOTE]
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Community
General Tabletop Discussion
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Countering Rest Spells (Tiny Hut, Rope Trick, et al)
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