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Thing I thought 4e did better: Monsters
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<blockquote data-quote="pemerton" data-source="post: 6983261" data-attributes="member: 42582"><p>Cloudkill has a range of 10' and is 40' x 20' x 20' high. It last for 1 minute per level (so minimum 9 minutes), and moves away from the caster at 10' per round. And "it will not move back towards the caster."</p><p></p><p>So as long as there is no 6th level PC more than 9' in front of the caster, there is no threat to fellow PCs.</p><p></p><p>The spell description expressly says that "it is ideal for slaying nests of giant ants, for example". The same thing seems true for nests of kobolds.</p><p></p><p>If you read the editorial (Dragon 127), you can see that this is not a "time-sensitive" adventure: the PCs are raiding the 10th level of a pretty classic dungeon ("mega-dungeon" in the modern terminology). So it should be no trouble for the PCs to spend a day or two of dungeon exploration systematically clearing out the kobolds. Protection from Normal Missiles lasts 1 turn per level (so minimum 9 turns if we assume the MU can also cast Cloudkill). A 9th level MU can memorise 3 of them, which should be enough to protect a squishy or two plus maybe one front-line guy.</p><p></p><p>A relevant 4th level spell is Dig: 30' range below ground, lasting 1 round per level and excavating 5' x 5' x 5' of earth or mud per round. 9 rounds of this will clear out 45' of kobold escape tunnels. And if the tunnels are carved into stone rather than earth, there is 5th level Transute Rock to Mud, which (at 9th level) has a 90' range and will turn 20' x 20' x 180' of stone to mud. "Creatures unable to levitate, fly, or otherwise free themselves from the mud" - this would include kobolds, especially metal-armoured ones - "will sink and suffocate".</p><p></p><p>I can see that Tucker's kobolds might be a modest logistical problem, in that it might take a party with a 9th leve MU a week or so of spell memorisations to actually clear them out. But the idea that they are some sort of undefeatable terror I find hard to believe.</p><p></p><p>As to whether it is good for the game to place a challenge that is fairly straightforward to defeat, provided that the players go through the right logisticial hoops of spell memorisation and deployment - that's a matter of taste. Personally I think there is a significant risk of this becoming tedious play, but sometimes it can be interesting as long as it doesn't occur too often.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6983261, member: 42582"] Cloudkill has a range of 10' and is 40' x 20' x 20' high. It last for 1 minute per level (so minimum 9 minutes), and moves away from the caster at 10' per round. And "it will not move back towards the caster." So as long as there is no 6th level PC more than 9' in front of the caster, there is no threat to fellow PCs. The spell description expressly says that "it is ideal for slaying nests of giant ants, for example". The same thing seems true for nests of kobolds. If you read the editorial (Dragon 127), you can see that this is not a "time-sensitive" adventure: the PCs are raiding the 10th level of a pretty classic dungeon ("mega-dungeon" in the modern terminology). So it should be no trouble for the PCs to spend a day or two of dungeon exploration systematically clearing out the kobolds. Protection from Normal Missiles lasts 1 turn per level (so minimum 9 turns if we assume the MU can also cast Cloudkill). A 9th level MU can memorise 3 of them, which should be enough to protect a squishy or two plus maybe one front-line guy. A relevant 4th level spell is Dig: 30' range below ground, lasting 1 round per level and excavating 5' x 5' x 5' of earth or mud per round. 9 rounds of this will clear out 45' of kobold escape tunnels. And if the tunnels are carved into stone rather than earth, there is 5th level Transute Rock to Mud, which (at 9th level) has a 90' range and will turn 20' x 20' x 180' of stone to mud. "Creatures unable to levitate, fly, or otherwise free themselves from the mud" - this would include kobolds, especially metal-armoured ones - "will sink and suffocate". I can see that Tucker's kobolds might be a modest logistical problem, in that it might take a party with a 9th leve MU a week or so of spell memorisations to actually clear them out. But the idea that they are some sort of undefeatable terror I find hard to believe. As to whether it is good for the game to place a challenge that is fairly straightforward to defeat, provided that the players go through the right logisticial hoops of spell memorisation and deployment - that's a matter of taste. Personally I think there is a significant risk of this becoming tedious play, but sometimes it can be interesting as long as it doesn't occur too often. [/QUOTE]
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