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[ToA] Hex-crawling and Long Rests
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<blockquote data-quote="Quickleaf" data-source="post: 7228860" data-attributes="member: 20323"><p>"Evil radiation" that reaches into extradimensional pockets, sure, why not? You're the DM! Have fun with it!</p><p></p><p>With respect to those two spells in particular...</p><p></p><p>When I've seen players cast <em>Leomund's Tiny Hut</em> in a "hostile wilderness", I've just made it common practice for intelligent monsters encountering an opaque dome of magic to set up ambushes. IIRC, when this happened, I checked for encounters at night, got one, then guesstimated the encounter happened mid-way into the party's long rest within the magic dome...so the monsters (who had a shaman who knew about the spell) had roughly 4 hours to prepare. They began by covering the dome in mud (to obscure the PCs' sight, so the PCs couldn't see all the traps and ambushes the monsters were setting up). I wasn't a *total* rat bastard, however, as I didn't have the monsters place heavy tree logs on top of the dome that would fall on top of the PCs when the spell ended. IMHO, that should be standard operating procedure for many intelligent monsters. For example, the Batiri goblins in ToA? They should do this 100%.</p><p></p><p><em>Rope Trick</em> is a bit more problematic, and has long been considered a bit too good for a 2nd level spell, at least as far back as AD&D1e. Again, I'd look at the nature of the monsters in the given hostile territory the PCs are <em>rope trick</em> camping in...with an eye toward creating ways intelligent monsters could detect the "invisible window" of the <em>rope trick</em>. This might mean a suspicious shaman monster casting <em>detect magic</em>, or the monsters (having been previously alerted to adventurers) going to get a monstrous ally with True Sight or ability to cast <em>see invisibility</em>, or improvising a monster "seer" with the kuo-toa's Otherworldly Perception. Or even on a more mundane level, having scouts keeping an eye on the adventurers from a distance, noting where they cast <em>rope trick</em> when stopping to rest. IMHO <em>rope trick</em> should feel a bit like playing chicken (where 2 car drivers drive straight at one another in a test of nerves) with both the environment & monsters... You're in an extradimensional space, so you have no awareness of environmental changes (e.g. flash floods) taking place while you're up in your <em>rope trick</em> extradimensional tree house. Also, while it's less likely that you'll be detected than with <em>tiny hut</em>, IF you are detected (probably through habitual use of <em>rope trick</em> in territory of hostile intelligent monsters), then it's really bad news because you have a 60-ft climb down with monsters waiting for you! And if you don't get out in time, that's a 60-ft fall whewn the <em>rope trick</em> expires!</p><p></p><p>However, one thing both spells do well is almost totally protect a party from non-intelligent monsters (e.g. zombies or poisonous snakes). There's the rare possibility that the PCs make a fire inside the magic dome of a <em>tiny hut</em>, for example, and swarms of insects flock to edge of dome sensing heat...I guess the spell is ambiguous about heat radiance. But by and large, these spells are intended to protect PCs from non-intelligent monsters, and reading through ToA, that's very in keeping with the low DC group Stealth checks ToA calls for to evade certain monsters/zombies. If someone wants to cast a 2nd or 3rd level spell to avoid that, they should totally go for it, no problem.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7228860, member: 20323"] "Evil radiation" that reaches into extradimensional pockets, sure, why not? You're the DM! Have fun with it! With respect to those two spells in particular... When I've seen players cast [I]Leomund's Tiny Hut[/I] in a "hostile wilderness", I've just made it common practice for intelligent monsters encountering an opaque dome of magic to set up ambushes. IIRC, when this happened, I checked for encounters at night, got one, then guesstimated the encounter happened mid-way into the party's long rest within the magic dome...so the monsters (who had a shaman who knew about the spell) had roughly 4 hours to prepare. They began by covering the dome in mud (to obscure the PCs' sight, so the PCs couldn't see all the traps and ambushes the monsters were setting up). I wasn't a *total* rat bastard, however, as I didn't have the monsters place heavy tree logs on top of the dome that would fall on top of the PCs when the spell ended. IMHO, that should be standard operating procedure for many intelligent monsters. For example, the Batiri goblins in ToA? They should do this 100%. [I]Rope Trick[/I] is a bit more problematic, and has long been considered a bit too good for a 2nd level spell, at least as far back as AD&D1e. Again, I'd look at the nature of the monsters in the given hostile territory the PCs are [I]rope trick[/I] camping in...with an eye toward creating ways intelligent monsters could detect the "invisible window" of the [I]rope trick[/I]. This might mean a suspicious shaman monster casting [I]detect magic[/I], or the monsters (having been previously alerted to adventurers) going to get a monstrous ally with True Sight or ability to cast [I]see invisibility[/I], or improvising a monster "seer" with the kuo-toa's Otherworldly Perception. Or even on a more mundane level, having scouts keeping an eye on the adventurers from a distance, noting where they cast [I]rope trick[/I] when stopping to rest. IMHO [I]rope trick[/I] should feel a bit like playing chicken (where 2 car drivers drive straight at one another in a test of nerves) with both the environment & monsters... You're in an extradimensional space, so you have no awareness of environmental changes (e.g. flash floods) taking place while you're up in your [I]rope trick[/I] extradimensional tree house. Also, while it's less likely that you'll be detected than with [I]tiny hut[/I], IF you are detected (probably through habitual use of [I]rope trick[/I] in territory of hostile intelligent monsters), then it's really bad news because you have a 60-ft climb down with monsters waiting for you! And if you don't get out in time, that's a 60-ft fall whewn the [I]rope trick[/I] expires! However, one thing both spells do well is almost totally protect a party from non-intelligent monsters (e.g. zombies or poisonous snakes). There's the rare possibility that the PCs make a fire inside the magic dome of a [I]tiny hut[/I], for example, and swarms of insects flock to edge of dome sensing heat...I guess the spell is ambiguous about heat radiance. But by and large, these spells are intended to protect PCs from non-intelligent monsters, and reading through ToA, that's very in keeping with the low DC group Stealth checks ToA calls for to evade certain monsters/zombies. If someone wants to cast a 2nd or 3rd level spell to avoid that, they should totally go for it, no problem. [/QUOTE]
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