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From Dogs to Dragons: Kobold Evolution
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<blockquote data-quote="pemerton" data-source="post: 7739530" data-attributes="member: 42582"><p>I think that this is all very contingent.</p><p></p><p>What resources to these kobolds (or other humanoids) have access to? We know that PCs of 6th to 12th level have an effectively infinite supply of resources that were originally invented to allow modern wargaming with a fantasy feel (so fireballs = artillery, cloudkill = poison gas, lightning bolt = rocket launcher, etc). But how many arrow heads to the kobolds have? What is their source of metal? Of oil? Etc. Not only do these modules not give them death traps, they don't tend to give them extensive minds, smithies, goods to trade, etc.</p><p></p><p>There are also non-material factors. Is the humanoid lair a fortress? (Like a military trench with machine gun emplacements, barbed wire, etc.) Is it a home? An attempt at both, like a castle?</p><p></p><p>I've got nothing against running a kobold lair as a death trap if that's what someone wants to do, but I find it hard to see it as more "realistic" until some of these questions are addressed. But I think the process of addressing them is really going to kill off a B2-style adventure. If the Caves of Chaos are really a series of well-supplied, well-defended, fortified emplacements, why are we sending 4 relatively ineffectual mercenaries to deal with them?</p><p></p><p>Well, I <em>do</em> get 1st ed AD&D. That's why I don't get Tucker's kobolds. If you have a mage of double-digit levels, you go away, spend a day or so resting and memorising, and come back with the spell load-out to destroy them. (The more I think about it, the more I think that an earth elemental would really be a good way to do it.)</p><p></p><p> [MENTION=22779]Hussar[/MENTION] suggested that the kobolds would attack with darts - but Protection from Normal Missiles is a 3rd level spell that lasts for 10 minutes per level.</p><p></p><p>Whether it makes for fun play to root out the kobolds I guess is a different question - some people think ToH is the height of dungeon design, while others think that it is a tedious bore that mostly involves a flying scout tied to a rope - but the challenge seems essentially a logistical one (memorising the right spells, and maintaining a blockade in the meantime) rather than something that would sow terror in the hearts of even high level adventurers.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7739530, member: 42582"] I think that this is all very contingent. What resources to these kobolds (or other humanoids) have access to? We know that PCs of 6th to 12th level have an effectively infinite supply of resources that were originally invented to allow modern wargaming with a fantasy feel (so fireballs = artillery, cloudkill = poison gas, lightning bolt = rocket launcher, etc). But how many arrow heads to the kobolds have? What is their source of metal? Of oil? Etc. Not only do these modules not give them death traps, they don't tend to give them extensive minds, smithies, goods to trade, etc. There are also non-material factors. Is the humanoid lair a fortress? (Like a military trench with machine gun emplacements, barbed wire, etc.) Is it a home? An attempt at both, like a castle? I've got nothing against running a kobold lair as a death trap if that's what someone wants to do, but I find it hard to see it as more "realistic" until some of these questions are addressed. But I think the process of addressing them is really going to kill off a B2-style adventure. If the Caves of Chaos are really a series of well-supplied, well-defended, fortified emplacements, why are we sending 4 relatively ineffectual mercenaries to deal with them? Well, I [I]do[/I] get 1st ed AD&D. That's why I don't get Tucker's kobolds. If you have a mage of double-digit levels, you go away, spend a day or so resting and memorising, and come back with the spell load-out to destroy them. (The more I think about it, the more I think that an earth elemental would really be a good way to do it.) [MENTION=22779]Hussar[/MENTION] suggested that the kobolds would attack with darts - but Protection from Normal Missiles is a 3rd level spell that lasts for 10 minutes per level. Whether it makes for fun play to root out the kobolds I guess is a different question - some people think ToH is the height of dungeon design, while others think that it is a tedious bore that mostly involves a flying scout tied to a rope - but the challenge seems essentially a logistical one (memorising the right spells, and maintaining a blockade in the meantime) rather than something that would sow terror in the hearts of even high level adventurers. [/QUOTE]
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