Tent
An inexpensive, basic portable shelter designed for use in outdoor and wilderness settings.
Description
Tents were often composed of canvas that was held up by wooden poles and hempenrope, and they were easily dismantled and packed for travel. The majority of tents could accommodate two people, although there were several that could accommodate more. In desert places, supplementary sheets called as “fly” (or ” rihba’ids ” inMidani) were sometimes hung from tents to provide shade and keep them cool, as well as to deflect sand blown from the tent by its own winds. When it came to Anauroch, they were normally only found on the tents belonging to rich members of theBedine.
Apavilion was the name given to the biggest style of tent.
History
gnoll troops of the Thayanarmy were residing in tents outside the village’s barracks in 1368 DR, according to the gnoll soldier’s journal. In 1372 DR, shortly after gold was discovered in the town ofDeadsnows, many people went from far and wide in the goal of striking it rich, and they erected up a group of tents outside the settlement’s walls to attract attention. Half-orc called Vandarran set up an impromptu bar in the middle of nowhere at this time.
Varieties
- Khreima: a conical tent with a triangle floor layout that was peculiar to the nomadic Bedine tribes of Anauroch, and which they used only while they were traveling. They were often weaved from the thick hairs of camels and coloured with henna, rubbed coffee grinds, or other rubbing fluids to give them a vibrant appearance. Occasionally, designs or indigenous symbols were used to embellish the sarongs. In most cases, a khreima was supported by wooden poles in each of its three corners, which were joined to a triangle of ceiling poles and a triangle of floor poles that hooked or pegged into the tent’s carpet, respectively. These poles were frequently equipped with hooks, which were used to hang clothing or weapons on. Sometimes blankets or clothing were draped from the ceiling poles to make “walls” within a tent, and this was done to keep the bugs out. They were pavillion-sized tents, and they were home to the tribe’s chiefs and their families.
- Yurt: a dome-shaped tent that was widespread among tribes in the Hordelands and was used as a shelter.
Notable Tents
- Tent of Tulrun: A magical silk tent that belonged to the archmage Tulrun.
Notable Users
- Camps were common in the marketplaces of towns and cities in the Unapproachable East, including Bezantur and Mulptan, where they were used to sell a variety of goods.
Appendix
The campground of an adventure-seeking team at night. Tents in a variety of styles.
See Also
- Ed Greenwood is a well-known author (November 1991). Anauroch. Karen S. Boomgarden was in charge of the editing. 16 (TSR, Inc.), ISBN1-56076-126-1
- 2.02.12.22.3 (TSR, Inc.)
- Jeff Grubb, Julia Martin, and Steven E. Schendett are among the authors (1992). (TSR, Inc.), p. 138, ISBN0-5607-6327-2
- Aurora’s Whole Realms Catalogue (TSR, Inc.), p. 138, ISBN0-5607-6327-2
- David “Zeb” Cook is a fictional character created by David “Zeb” Cook (April 1995). Second edition of the Player’s Handbook (revised). Jonathan Tweet and Monte Cook (TSR, Inc.), p. 91
- 4.04.1 Jonathan Tweet and Monte Cook (TSR, Inc.)
- 4.04.2 Skip Williams (July 2003). Wizards of the Coast, Player’s Handbook, v.3.5, pp. 127–128. ISBN0-7869-2886-7
- Eric Cagle, Jesse Decker, Jeff Quick, and James Wyatt (March 2003). p. 22 of the Arms and Equipment Guide, 3rd edition (Wizards of the Coast), ISBN 978-0-7869-2649-7
- Authored by Mike Mearls, Bill Slavicsek, and Rodney Thompson (September 2010). Heroes of the Fallen Lands (Wizards of the Coast), p. 335. ISBN0786956208
- 7.07.17.2Mike Mearls,Jeremy Crawford (Wizards of the Coast), p. 335. ISBN0786956208 (2014). In the 5th edition of the Wizards of the Coast Player’s Handbook (Wizards of the Coast), page 150, and page 153. ISBN978-0-7869-6560-1
- 8.0.1Ed Greenwood (November 1991).Anauroch. TSR, Inc., p. 14. ISBN1-56076-126-1
- Edited by Karen S. Boomgarden
- Eric Cagle, Jesse Decker, Jeff Quick, and James Wyatt
- (March 2003). p. 26 in the Arms and Equipment Guide, 3rd edition (Wizards of the Coast), ISBN 978-0-7869-2649-7
- Anthony Pryor (June 1995), “Campaign Guide,” in the Arms and Equipment Guide, 3rd edition (Wizards of the Coast), ISBN 978-0-7869-2649-7
- In Michele Carter and Doug Stewart’s Spellbound (TSR, Inc.), p. 126. ISBN 978-0786901395
- Ed Greenwood and Jason Carl’s Spellbound (TSR, Inc.), p. 126. ISBN 978-0786901395
- (July 2002). ISBN0-7869-2835-2
- David Cook’s Silver Marches (Wizards of the Coast), pp. 73-139. ISBN0-7869-2835-2
- (1990). In Ed Greenwood and Jason Carl’s The Horde (Volume I), p. 10. ISBN 978-0880388689
- Ed Greenwood and Jason Carl (July 2002). Wizards of the Coast, p. 9 (ISBN0-7869-2835-2)
- Anthony Pryor (June 1995), “Campaign Guide” (Wizards of the Coast). TSR, Inc., p. 37 and 83 in Michele Carter and Doug Stewart eds. Spellbound (TSR, Inc.), ISBN 978-0786901395
Pocket Tent (3.5e Equipment) – D&D Wiki
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An unassuming small sealed leather bag that just barely fits inside a belt pouch, the Pocket Tent is actually much more than it appears at first glance. However, if it is well made, the Pocket Tent is much more than that. Nevertheless, when the tent is set on the ground and a command word is said, it grows to the size of a standard two-person tent. Anyone who enters via the entrance flaps will learn that it is something more than they expected. The front entry flaps open into a 15′ by 15′ room with walls that appear to be made of a combination of stone and force energy, according to the description on the door.
- After cutting through anything other than its flaps, access to the interior is denied until the tent is repaired, and any creatures trapped inside appear in the nearest unoccupied space outside the now-defunct tent until it is repaired.
- Cutting the flaps only creates a simple entrance to the tent’s interior dimensions, and there is no collapse of the tent’s dimensions as a result of the cut (though the tent flaps will remain damaged until repaired).
- The tent is shrunk down to “satchel” size once more using the same command word as before.
- Before the tent can be collapsed, all living things must be removed from it.
- Interior rooms are connected to the “foyer” room through iron-bound wooden doors with no locks installed by default, which connect to other interior rooms.
- The Type I Pocket Tent has only one room and a base market value of 5,000 gold pieces, making it the most expensive of the three types.
- The Type III has three rooms and costs 15,000 GP.
- The Type IV is a four-room structure worth 20,000 GP in total.
- As the DM, you could also rule that the tent can only hold a certain amount of weight when compressed, or that it weighs one-twentieth the weight of its contents when compressed, in order to prevent misuse of the tent.
Craft Wondrous Item,Secret Leomund’s Chest,Rope Trick, and Leomund’s Secure Shelter;Cost2.5k GP and 200 XP (Type I), 5k GP and 400 XP (Type II), 7.5k GP and 600 XP (Type III), or 10k GP and 800 XP (Type IV);Market Price: 7.5k GP and 600 XP (Type III);Cost2.5k GP and 200 Varies 3.5e Homebrew & Equipment & Magical & Wondrous Items Return to Main Page
A question regarding tents
- 13:37:37 UTC on June 20th, 2013. (ISO 8601) -Top-End-1Ogre on the Field of Battle
A question regarding tents
- How much canvas would I require to be able to construct a temporary tent or shelter for half of my family? Canvas costs one gp per square yard and one pound per square yard, whereas rope costs one gp every 50 feet/ten pounds of hemp rope. Would it be more expensive to create a tent from scratch than a 20 gp tent? Would it be less than 10lbs if you sectioned the rope you’d need particularly for the tent and used only that section? My character stands at little over 6 feet tall, therefore I anticipate that I will need at least 3 square yards of canvas. The last time Fjolnir posted was on June 20, 2013 at 9:37 PM. Avatar created by kpenguinSpoilerShow on June 20, 2013 at 9:56 p.m. (ISO 8601) In the Playground, there’s a Barbarian at the top of the hill.
Re: A question regarding tents
- I think it all depends on how good of a tent you want. Just want to remain out of the water? Do you want to keep some of your body heat in while it’s freezing outside? Do you want anything to provide a barrier between you and spiders that live on the ground? If you’re looking for a one-man shelter and aren’t too concerned with comfort, I’d recommend something simple like a bivy bag. Because it’s just a sleeping bag, you’re only left with a few square yards of canvas and no rope to work with. I’ve also slept dry in wet weather with nothing more than a black plastic garbage bag, a few bits of twine, and a ground cloth, although that may have also necessitated a successful survival check on the part of the bear. You may work your way up from there, depending on how comfortable you want to feel. On the 20th of June at 11:23 PM (ISO 8601), Top-End-3Titan in the Playground
Re: A question regarding tents
- Fjolnir originally posted this on his blog. How much canvas would I require to be able to construct a temporary tent or shelter for half of my family? Canvas costs one gp per square yard and one pound per square yard, whereas rope costs one gp every 50 feet/ten pounds of hemp rope. Would it be more expensive to create a tent from scratch than a 20 gp tent? Would it be less than 10lbs if you sectioned the rope you’d need particularly for the tent and used only that section? My character stands at little over 6 feet tall, therefore I anticipate that I will need at least 3 square yards of canvas. You’d utilize the appropriateCraft skill to do this. Making everyday, non-magical products costs around a third of the entire cost in materials. In terms of resources, your 20gp tent would cost 20/3 = 6.67 gold (or 6 gold + 6 silver + 7 copper) to construct. It goes without saying that you must reach the craft DC, and if you fail by 5 or more points, you will lose half of your materials. Slipperychicken last revised this page on June 20th, 2013 at 11:26 PM
- June 20th, 2013 at 11:26 PM (ISO 8601) Ettin is in the Playground at the Top-End
Re: A question regarding tents
- For example, Slipperychicken is not liable for absurd outcomes such as a third of the cost of the tent being used to purchase many square acres of fabric, or the like. (This is unlikely in the instance of 6 gold, but there are some strange RAW interactions.) Gildedragon made the last edit on this page. At 11:27 p.m. on June 20th, 2013. Handbook in Development: Making Sense of the Factotum: A User’s Guide Homebrew: Deophaun originally posted this message. Player: I’m going to utilize a tried-and-true strategy. “Help! Guards! He’s having a seizure right now!” DM: You’re the only one who’s left in the jail. Player: I’m a really persuasive speaker. DM: There are also no guards present. Player: But there’s brickwork to contend with. DM: It’s not even alive, let alone sentient, to begin with. Player: That’s OK with me. I’m willing to accept the punishment. 11:30 p.m. on June 20th, 2013 (ISO 8601) -Top-End-5Titan in the Middle of the Field
Re: A question regarding tents
- The original poster, Guigarci, assumes no responsibility for ridiculous outcomes such as a third of the tent’s cost being used to purchase many square acres of material, or the like. In addition to spikes to hold it down, rope of the necessary specifications, poles and other similar items to hold the whole thing up, any buckles or metal pieces to keep the cloth on the rope, and so on, it’s likely that the 6.67 gold contains other items as well. 6:00 a.m. on June 21st, 2013 (ISO 8601) 6Bugbear in the Playground -Top-End-6Bugbear in the Playground
Re: A question regarding tents
- Slipperychicken posted the original message. Spikes to hold it down, rope of the necessary specifications, poles and other such items to hold the whole thing up, any buckles or metal pieces to keep the cloth on the rope, and so on are all likely to be included in the 6.67 gold. It looks like this to me, and it represents the tent that they provide in the PH. (perhaps on a different time scale) It is possible to purchase something to keep you dry for a lot less money, especially if you are traveling alone and don’t worry about standing up in it. SpoilerShow For a one-man crawl-in tent, a man under 6 feet tall could use 1.5×2 yds (3 sq yds), a few sticks, and possibly 6 yds of rope (leaving plenty for knots and stakes, as you may have to stake far away from you at times) and still be in great shape! make a change: (so maby 1gp) Lightlawbliss last revised this post on 2013-06-21 at 12:18 AM. I retain the right to be incorrect at any time and will exercise that right if and when it occurs. Taverns were the starting point for 78 percent of DMs’ first campaigns. If you are one of the 22% that did not, copy and paste the following into your signature: 2013-06-21 12:12 AM (ISO 8601) -Troll in the Playground at the Top of the Pyramid
Re: A question regarding tents
- I’m thinking about 0 gp and a Survival check as options. On the 21st of June at 01:39 a.m. (ISO 8601)-Top-End-8Titan at the Playground
Re: A question regarding tents
- Rhynn first posted this on her blog. I’m thinking 0 gp and a Survival check right now. When the thunderstorm is approaching, what happens if you’re standing in the center of the Savannah? Alternatively, how about trekking over a tundra? Alternatively, how about hiking over a desert? Alternatively, the local dryads may become enraged if you begin to use their trees to construct shelter. Or you don’t have the time to go out and get the materials you’ll need to create a shelter? In the event that you know you’ll be spending the night outside and cannot afford a more luxurious or safe shelter, a tent is a fantastic value. The original post was made byLateral. Of course, I’m paranoid about everything, as is normal for me. I’d be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums with Jeff as the DM, that’s how nervous I’d be. Seasonal Greenman by Bradakhan
- Spring Greenman by Comissar
- Autumn Greenman by Sgt. Pepper
- And Winter Greenman by gurgleflep
- 2013-06-21 02:43 AM (ISO 8601) Titan in the Playground, a Top-End 9-Titan at the Top-End
Re: A question regarding tents
- Rhynn first posted this on her blog. I’m thinking 0 gp and a Survival check right now. That’s not a tent, is it? Wednesday, June 21st, 3:05 a.m. (ISO 8601) -Top-End-10Titan in the Middle of the Field
Re: A question regarding tents
- Lightlawbliss first posted this message. It looks like this to me, and it represents the tent that they provide in the PH. (perhaps on a different time scale) SpoilerShow Especially if you’re travelling solo and don’t worry about standing up in it, you might acquire something to keep you dry for far less money. For a one-man crawl-in tent, a man under 6 feet tall may use 1.5×2 yds (3 sq yds), a few sticks, and possibly 6 yds of rope (allowing enough for knots and stakes, since you may have to stake far away from you at times) and still be in fantastic condition! make a change: (so maby 1gp) No, not at all. That’s at the very least a four-person tent. To be honest, it’s more of a pavillion than a tent, and it’s not even especially enormous. With a canvas measuring 4.5′ by 6′, it’s more of a blanket than the canvas section of a tent. I’d recommend no less than a 5’X8′ piece of paper. It’ll be 5′ X 9′ just to make the arithmetic a little easier by making it an even 5 square yards instead of an odd 5. To be honest, the guns and equipment handbook sells a one-man tent for 5gp that weighs just ten pounds and is ideal for a small group. There’s no need to perform any arithmetic with this one. I am not a piece of seaweed. That’s a B on the scale. I’ve had a lot of positive feedback. SpoilerShow ThiagoMartell originally posted this on his blog. Kelb, it appears like you’ve taken on the role of the Avatar of Reason in these boards recently, guy. LTwerewolf first posted this message. The equivalent of bringing Kelb into a rules battle is the equivalent of getting Mike Tyson into a bout against a little child. You can, but it’s a complete waste of time and resources. A brief overview of the process of putting up a homebrew campaign. Tiffanie Lirle’s avatar was uploaded on June 21st, 2013 at 3:46 a.m. (ISO 8601) 11Troll in the Playground -Top-End-11Troll in the Playground
Re: A question regarding tents
- That’s more like a simple two-person tent, to be honest. Posted on June 21st, 2013 at 11:07 a.m. (ISO 8601)-Top-End-12Bugbear in the Playground
Re: A question regarding tents
- Kelb Panthera posted an original message. No, not at all. That’s at the very least a four-person tent. To be honest, it’s more of a pavillion than a tent, and it’s not even especially enormous. With a canvas measuring 4.5′ by 6′, it’s more of a blanket than the canvas section of a tent. I’d recommend no less than a 5’X8′ piece of paper. It’ll be 5′ X 9′ just to make the arithmetic a little easier by making it an even 5 square yards instead of an odd 5. To be honest, the guns and equipment handbook sells a one-man tent for 5gp that weighs just ten pounds and is ideal for a small group. There’s no need to perform any arithmetic with this one. While you learn that they split the cost by two to halve the volume when all of the expense is on the sides, you may laugh hysterically. Please correct me if I’m incorrect, but wouldn’t removing half of the volume result in less than half of the surface area removed? The individuals who live here are attempting to be frugal, but the books aren’t exactly encouraging them in their efforts. I retain the right to be incorrect at any time and will exercise that right if and when it occurs. Taverns were the starting point for 78 percent of DMs’ first campaigns. For those of you who were among the 22% who didn’t, copy and paste the following text into your signature: 23:54:54 UTC on June 22nd, 2013 (ISO 8601) -Titan in the Playground at the Top-End of the Game
Re: A question regarding tents
- Cutting the tent’s volume in half would not result in a significant reduction in size. Consider the case of a cube that is 4 feet on each side. It has a volume of 4x4x4=64ft 3 in square feet. If we reduce the volume by half to 32ft 3in, we get a cube with a side length of around 3.17ft. As a result, the surface area of a 4ft cube is 4 2 X 6=96ft 2, but the surface area of a 3.17ft cube is 3.17 2 X 6=60.29ft 2, resulting in a loss of just around 37% of the total surface area of the cube. By half the materials, they were able to reduce the total volume by eightfold. It is impossible to precisely estimate the surface area of a tent without first understanding the shape of the tent, because surface area varies somewhat based on the geometry of the item. To put it another way, 5 square yards of canvas, as I indicated, costs 5sp and weights 5lb, but that doesn’t take into consideration the rope/poles that will hold it up or the stakes that will keep it in place. For a makeshift tent that costs a little more than a gold piece and a little more than 11 pounds, add four pitons (the closest thing I could find to tent stakes), 10 feet of hempen rope, and three feet off the end of an eight-foot pole that has been slightly hacked up. As a result, I’d rather just remove the tent from A EG because the weight is the same and the difference in gold is a pittance. Kelb Panthera last updated this post on June 22nd, 2013 at 05:56 AM. I am not a piece of seaweed. That’s a B on the scale. I’ve had a lot of positive feedback. SpoilerShow Originally posted byThiagoMartellKelb, and most recently modified by If you’re reading these boards, it seems like you’re the Avatar of Reason. LTwerewolf first posted this message. The equivalent of bringing Kelb into a rules battle is the equivalent of getting Mike Tyson into a bout against a little child. You can, but it’s a complete waste of time and resources. A brief overview of the process of putting up a homebrew campaign. Tiffanie Lirle’s avatar was created on June 22nd, 2013 at 7:45 p.m. (ISO 8601) Bull in the Playground
- -Top-End-14Bugbear in the Playground
Re: A question regarding tents
- Each to his or her own. Personally, the first modification I would make to your tent is to eliminate the usage of a ten-foot pole as a basis
- Instead, I would simply gather some sticks and cut them to length. The exact product you’re spending silver on may be obtained for next to nothing. Add to this the fact that some sharpened sticks may be used as stakes with remarkable success. I’ve already saved a considerable amount of money by using free items found on the ground and spending a few minutes with a knife. You may even utilize the daggers you currently have in your possession as stakes in and of themselves. In addition, a tent does not necessitate the use of a full-length rope. You might use some simple string, yarn, or even some sticks if you don’t want to spend much money. “The rope” and stakes are only there to divert some of the energy and deliver a little more force to the pole that will be used to open the door (or poles over the opening, or both, depending on the design). I retain the right to be incorrect at any time and will exercise that right if and when it occurs. Taverns were the starting point for 78 percent of DMs’ first campaigns. For those of you who were among the 22% who didn’t, copy and paste the following text into your signature: 23:08:29 UTC on June 22nd, 2013 (ISO 8601) In the Playground, there’s a Top-End-15Titan.
Re: A question regarding tents
- Rhynn first posted this on her blog. I’m thinking 0 gp and a Survival check right now. Slipperychicken posted the original message. That is not a tent at all. A bush has been found for the hedge knight! Whatever the case, small or medium-sized businesses rely on you. However, if you want to fold it in half above you and hold it with something (which is 4-8 yards depending on how fast you need to go), that’s 4-8 yards depending on how fast you need to move. That ethereal whirling of multicolored leaves as they dance through the air, that invigorating fall scent, and the wonderful temperature that makes you feel so very alive are all elements of autumn. When the globe is blanketed in the peaceful aroma of death, it’s easy to forget that you’re seeing the accumulation of dead tissue as winter takes the earth.
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The Rules of the Forum
Epic Ways To Break Dungeons & Dragons Without Cheating
Dungeons and Dragons (DnD) has been a source of entertainment for many decades. To be exact, it’s been 44 years since Gary Gygax and Dave Arneson bestowed this blessing onto us. Since then, enthusiasts all around the globe have been creating worlds inside worlds for themselves and their friends to explore and enjoy. Generally speaking, these universes behave in a predictable manner. Our Dungeon Masters are able to come up with a variety of settings to explore and creatures to battle since they are using rules guides.
Why play a druid or a cleric the traditional manner when you might opt to defy the odds and change the game?
In addition, a lot of them are reliant on how far your Dungeon Master is prepared to let the players go in their exploration.
Belle Huston made the following update on February 8, 2022: Taking advantage of the laws of DnD in completely lawful and legal ways is no longer an option, so don’t miss out on these wonderful recommendations!
15Bears Are Strong
Who could dispute with the fact that bears are powerful, right? They may be lacking in physical strength, but they are more than capable of giving a rogue a run for his money. While druids were able to unleash the most deadly and game-changing spells in 3.5, 5e permits them to forgo most of the early slog in order to evolve into massive and dangerous creatures. In particular, at level 2, a Druid can choose which ‘circle’ he or she wishes to join. Choose the moon’s circle, which will allow you to turn into a beast with a greater Challenge Rating than you now have (CR).
14Deceased Armies
It’s no secret that necromancy is a physically demanding and entertaining pastime. Consequently, it requires you to build critical managing abilities! Necromancy is, and always has been, a fantastic ability in Dungeons & Dragons. Interestingly enough, one of its most effective implementations may be found in the most current generation of the rule sets. The spell undead thrall should be the primary focus of any caster who wishes to dabble in the dark arts. This will function in conjunction with an unwritten DnD notion known as ‘bounded accuracy,’ which will be discussed later.
Your thralls are more powerful than you realize, and your DM will be furious about it.
13Animated Objects Of Doom
Who hasn’t fantasized of commanding a small army of soldiers? It may interfere with the game’s overall tone, but it is also quite effective. It is possible to construct a small number of little things that attack for 1d4+4 with the spell animate object in 5th edition. Allow it to sink in for a moment. It’s worth noting that, while the spell will take up a fifth-level slot, four of your miniature troops may fit inside a conventional 5ft combat field, allowing them to assault one enemy at a time.
A cautious summoner, on the other hand, will keep in mind that they only have 20 health and are extremely vulnerable to Area-of-effect spells.
12Just Play A Rogue
Read it and shed a tear. In 5e, you may completely derail the game by merely playing a rogue. The skill ‘cunning action’ is introduced for rogues at the second level of 5e. This grants them the ability to take a move action (hide, disengage) as a bonus action after they have launched a successful attack. Theoretically speaking, if you’ve designed your character correctly, with sneak and a respectable dexterity modifier (+3/4), you should be able to constantly attack from the shadows and withdraw into them with minimal danger of being caught.
11Here Comes The Money
You’ve probably heard of the mythology of the philosopher’s stone, but what exactly is it? Is it the magic of Midas? All of these abilities are available to you at the price of a transmutation spell of 9th level. True polymorph is the name of the game, and while it will need you to be a powerful spellcaster, it will be enjoyable to make the notion of riches arbitrary in your life. The world’s DMs with a balanced economy will erupt in wrath when you choose a large object, such as a tree or a massive boulder, and change it into gold.
10Monk + Warlocks = Best Friends
If Warlock and Monk are the only two classes that seem to function less well together, what other classes are there? It turns out that when they’re combined, they’re quite powerful! Even though the principle is straightforward, it will take you to multi-class as a monk and a warlock until you gain access to the following abilities:
- Monk: Misty Step
- Warlock: One With The Shadows (Eldritch Feature), Darkness (Spell)
- Dwarf: One With The Shadows (Eldritch Feature), Darkness (Spell)
Two conjuration spells are available to you: one with the shadows, which grants you stealth while you are in darkness generated by your own spell, and misty step, which is a second-level conjuration spell that enables you to teleport within 30 feet as a bonus action. As a warlock monk, you may wow your friends and confound your opponents today!
9Impregnable Fortress
Leomund’s Impregnable Fortress is the Dungeons & Dragons version of a pillow fort, and it’s quite powerful. This is especially true when it is used in conjunction with other spells. A magical tent, for example, allows you to select a specific’safe’ area for your group to rest while while on the run. Its most distinguishing aspect is that it is only visible to those who have been designated by the caster. While it is invisibility, there are some magical restrictions that come with it as well. The most notable example is teleportation.
Using the evocation spell of 4th level, a wizard can define an area in which it is difficult for sound to pass or for individuals to teleport between locations.
8The Old ACME Trick: Teleportation
Leomund’s Impregnable Fortress is the Dungeons & Dragons version of a pillow fort, and it is quite powerful. When used in conjunction with other spells, it can be particularly effective. If you create a magical tent for your group, it allows you to choose a specific’safe’ location for them to rest. That it is only visible to those whom the caster specifies is its most significant characteristic. While it is invisibility, there are some magical restrictions that come with it.
There is teleportation, which is the most notable example. You can find the solution to your issues in Modenkainen’s Private Sanctum. Using the evocation spell of 4th level, a wizard can define an area in which it is difficult for sound to pass or for individuals to teleport.
7DOOM Symbol
Doom is a straightforward spell. It’s a completely clean spell. That’s what gives it such a powerful punch. It is possible to inscribe a rune on an object or a surface with the necromancy spell. When it comes into touch with an adversary (or, heaven forbid, an ally), it detonates, dealing 10d10 necrotic damage to that target (half on save). An enemy’s maximum health points are permanently reduced when they are dealt necrotic damage, which is defined as follows: Even though this is all pretty traditional when written on a wall, just think about how creative you may be with it.
Make a mark on a dice and then play a game with him using the symbol.
6Monster Prize
You have been forewarned that this is a bleak prospect, but if you are trying to make money quickly in the fifth edition, this may be the opportunity for you. Some monsters now have more valuable pieces of their bodies, such as their claws and fangs, which may be sold to merchants in the game’s universe, making them more desirable. The regeneration spell of 7th level allows you to touch a creature and replenish its life essence at a rate of 10 per minute for the duration of the encounter. After two minutes, any severed parts of the creature’s body will likewise resurface, as will any missing parts.
It’s smart to have a 2-minute delay between harvesting rare scales or horns, but it doesn’t automatically elevate you to the status of most pleasant character in the realm.
5Herbology 101
Another strategy to generate money rapidly in D D is shown here. This one entails less depressing responsibilities. Create a garden space, or simply discover a patch of really uncommon herbs that you may produce in your home or yard. Druids and rangers will get access to a useful little spell called plant growth, which they may use to cultivate plants. Growing plants in a 100ft cube may be made more productive by utilizing this technique. Normally, this leaves players scratching their heads and asking what the point is, but if it can be used to regenerate a large batch of herbs that can be sold at a high profit, what are you waiting for?
4Concentration Breaking
Instead of merely commanding your subordinates, learn to collaborate with them! The discover familiar spell has been used by a large number of spellcasters. Usually, the spell is not taken into consideration. That ought to be considered a criminal violation. A subsequent feature, known as the gaze of the two minds, allows a player to perform spells in conjunction with a companion. When it comes to the concentration concept in Dungeons & Dragons 5e, players can cast spells such as Tsunami (6d10 300ft of water) or Storm of Vengeance (350ft radius, 2d6) even if they are far away from the event!
3Infinity Wizard
A Simulacral Chain of Events. Each and every DM in the world will get goosebumps just from hearing the reference to the spell. You could wonder why it’s so horrible. Because the spell allows casters to duplicate themselves, the copies maintain the same spellcasting talents as their original counterparts. So, theoretically speaking, every simulacrum (17th level spellcaster) duplicate of a player has the ability to produce another copy of the player. Every one of these clones has the ability to cast the spell Wish on their own.
At that moment, it simply signifies that you have won the game. Your DM can put away his belongings since you’ve summoned an eternally strong army of yourself to fight for you. This is one of the reasons why Wizards are despised.
2Playing Portal In DungeonsDragons
Possibly, although it is probable, Valve will be dissatisfied with the outcomes. You have the ability to perform your own “safe” and “useful” experiments on your adversaries! It is not a trick that everyone can perform, however, because it necessitates the possession of at least two of the wonderful “portable hole” item. Players can invest one action to dig a hole and build an artificial chasm that is 10 feet deep, into which they might plant traps or just store items for later use. But, what happens when you put a portable hole within another temporary hole, and the two holes are connected?
1Rogue + Horse = Overpowered
The most important thing to take away from this list is that rogues in the fifth edition are ridiculous, as we’ve already established. Take it as a satirical critique of ‘broken’ mechanics written with a light touch. When you give them a horse, the hilarity escalates even more. Indeed, the horse on which they ride into war is considered an ally! He may not be on the same side as you, but he is loyal nevertheless. That means you’ll always have an edge on attacks, and you’ll be able to use your sneak attack modifier to enhance the effectiveness of your swings.
It sounds ridiculous, and that is exactly what it is.
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Where do adventurers keep all their stuff?
Assuming, as you have asked, that the option of “that’s uninteresting, don’t monitor it” is not an option, then your intuition is correct: this is a logistical nightmare in the making. As a matter of fact, it has long been the staple form of play for many groups of D D players, dating back to the early 1970s when it was originally popularized in the hobby. Having an interest in these concepts and wishing to include them into your roleplaying may not be fashionable right now, but it is absolutely within the realm of acceptable approaches to playing D D.
If the notion of it being a logistics problem is valid for a group’s approach to the game, then it is one of the fundamental puzzles that the players are responsible for solving, and doing so necessitates keeping track of where everything goes, both in the sense of “keeping track” as keeping track of things and in the sense of justifying their actions.
(These is true of all RPG rules in that they replace or change your baseline understanding of how things function, but it is especially true when dealing with ordinary difficulties like this.) Once we’ve got that out of the way, where exactly does all of this stuff end up?
However, much like you can in real life, you may attach items to the outside of the vehicle, hang items from the bottom, and carry items in your hands while walking.
Personally, I’d hang it from the bottom of the bag, but perhaps you have other items that would be more suited to that location.
Once you’ve figured out where everything belongs and that everything is in its proper position, you’ve addressed the problem of “how” in a realistic manner.
Swords, shields, ammo, and clothes
Items of fighting equipment, for example, do not go in a backpack. They could, I suppose, but it would be inconvenient for them to be at that location. Scabbards make it simple to carry a sword on your belt while also making it quick and easy to handle the blade. A quiver serves the same purpose for ammunition. These free up your bag and hands so that you can use them for other items. Shields are fastened to anything they can be securely secured to, such as the rear of the saddle or the top of the rucksack.
- Quivers (for arrows) and cases (for crossbow bolts) are mentioned in the equipment tables with costs and weights, indicating that they are not weightless.
- Because little swords are essentially worthless if they aren’t kept in a scabbard, it’s generally reasonable to assume that when you purchase them, they will come with scabbards as standard.
- you can do logistics” levels of equipment detaildolist scabbards.
- After all, if you find a naked sword in a dragon’s treasure, you’re going to want to spend some money on a good scabbard for it, aren’t you?
- You might wish to have some spare cash in your luggage, or you might just like to get a little grimy between the showers and laundry services given by the inns you stay at along your journey.
Sharing the burden
And, while we’re on the subject of saddles, when you’ve got too much gear to transport in a convenient manner, a pack horse, donkey, or riding horse can help out. In the absence of a horse, people would load their belongings into a handcart, which, while not ideal for traveling long distances with all of their belongings, was frequently the only option. Hopefully, your intrepid explorer will have achieved greater financial success by the time they are need to transport more than they can physically carry, and will not be reduced to such a terrible position.)
Carrying the loot
If you’re well-prepared, you’re probably already feeling the strain of carrying around all of the “essential” stuff. That doesn’t leave much room for any extra items you might come across on your travels, such as piles of gold that could be used to purchase that mule back in town. Old-school D D players have long since worked out how to deal with this problem: they throw the ball in the sack. Packing sacks are small and lightweight, and they can carry literally sacks of gold. They can also be carried one in each hand while traveling, allowing your packed pack to remain unmolested by the storage requirements of the new items you’ve acquired.
The humble sack is a treasure hunter’s best friend, even surpassing the mule in terms of carrying even more sacks on his back.
Pouches, which are easily carried on the belt (or belts, if you choose to wear a second one over your shoulder, crossing your chest), provide a small amount of additional carrying space with no additional inconvenience in terms of management.
Fighting while carrying two bags full of dragon’s gold is not going to end well for anyone.
Combat approaches, and the traditional response (here, tradition referring to the grognardiest RPGers who have been playing this logistics-heavy way for decades and still do) is just as simple: drop your sacks and perhaps even your pack to reduce personal encumbrance, and then take them on with sword, bow, and spell.
This is made even easier by the presence of a pack animal: when combat is imminent, the animal should drop its lead and advance far enough forward that the melee does not come close enough to spook it.
It’s true that you’ll have to pay them, but the peace of mind that comes with knowing your animal won’t wander off is well worth it.
Furthermore, the risks and rewards associated with employing and managing hirelings adds another social dimension to the game, which increases interest in the game and provides another direction for complications and opportunities to arrive and convolute your gameplay strategy.
In the same way that a stray pack animal can lead to adventure, a servant’s friendship and friction can lead to adventure. However, how the banal can be transformed into an intensely engaging adventure is a whole other topic in and of itself.
The Bag of Holding is a bad magic item for D&D
If you’ll pardon the inflammatory title, I’d like to explain why I believe the Bag of Holding is an item that should be avoided in your Dungeons and Dragons adventure. Please excuse the provocative title.
What is a Bag of Holding?
The Bag of Holding is a magical artifact that appears in most (all?) editions of Dungeons & Dragons, as well as most clones of the original game (likePathfinderandOSR games). This item is, in essence, a bag with an interior that is far larger than the bag’s outside measurements. It is used to store items such as loot and equipment that would be too heavy for the player characters to carry on their shoulders. The following is a description of the Bag of Holding from the 1981 edition of D D Basic/Expert.
Because ten coins equaled one pound in ancient times, this Bag of Holding can accommodate objects weighing a total of 1000 pounds.
Size: Objects up to 10’5’3′ in length and width will fit within the bag.
When completely filled, the bag weighs 600 coins.
What purpose does the Bag of Holding serve?
In a nutshell, the Bag of Holding allows player characters to carry many more stuff than they would be able to otherwise. As a group of semi-medieval adventurers in a fantasy world, this is, of course, immensely beneficial. Players are pleased because their characters may bring more equipment and loot more treasure, which makes them happy. The dungeon master is relieved since he no longer has to worry about tracking encumbrance regulations.
Why the Bag is Bad.
So, what exactly is the problem with this? To be honest, it isn’t all that horrible. You are perfectly permitted to ignore prosaic rules like as encumbrance if you are running a D D campaign in the superhero style, in which characters are bigger than life, or both. But, on the other hand, why not just disregard it entirely? If you want to remove an encumbrance from your game, you don’t need the Bag of Holding as an explanation. Assume for the moment that the protagonists manage to transport all they desire.
D D is a game that, in my opinion, is about heroic thievery and expedition-style adventures.
However, others would argue that later editions are designed for a completely different purpose.
In most cases, both points of view would be valid. If you want to play D D the way I want to, then the seemingly little decisions become critical. Those options are no longer available because of the Bag of Holding. It renders people insignificant, which is why it is detrimental.
Expedition style D D
Burglary experiences in the form of expeditions are all about prioritizing. When encumbrance is a consideration, the traveling group must make a decision on what to carry with them.
- How many torches will we actually require
- What is the maximum amount of water and food we can transport? What happens if we run out of supplies
- Do we need to carry any particular equipment or tools depending on our knowledge of the place
- And so on. Is it possible to get by with only one tent, or do we need two? Which items do we carry with us “just in case” and which items do we bring just when we know we’ll need them? Is it necessary to hire a donkey? Is there a cart? What are we supposed to do with it after we get into the dungeon? (Greetings, Bill)
The game becomes more interesting as a result of having to make all of these decisions. The players must begin organizing their endeavor as soon as they get in “town.” They gain a great deal from acquiring knowledge about the adventure place since this information might assist them in prioritizing their activities. These are difficult decisions to make without a Bag of Holding! When they have a Bag of Holding, they may just purchase the whole inventory of the shop and they’ll be set. There are no options available to you, with the exception of maybe financial ones.
A game of burglary
D D is a game about robbing people. It’s all about getting to difficult-to-reach areas and entering perilous environments in order to obtain riches and escape alive. This provides a number of difficult decisions. Treasure is heavy – and it weighs a lot in most cases. If the players have a Bag of Holding, they can just take everything they come across and shove it in there for later. If they don’t, though, that’s a another story. Although the 200-pound statue appears to be priceless, is it really worth the effort?
- In the event that you are successful in escaping, you may be unable to get it back to town without aid from someone else.
- The chance of becoming burdened is high, particularly in old-school D D, when battle is extremely perilous.
- When danger is lurking around the corner, you want to be certain that you have the ability to flee.
- All of these choices, in my opinion, make the game more interesting.
- Edited on October 11, 2020: This has enraged a number of individuals.
- The fact that I take the ordinary into consideration when playing D D has led to some irate readers accusing me of being a dull DM.
The tension between the mundane and the fantastic
Lots of folks sigh and roll their eyes when they see something as innocuous as encumbrance mechanics in D D. Such considerations, in my opinion, are critical in setting the appropriate tone for the game. It is not a question of “high” or “low” fantasy levels. It’s all about the conflict between the everyday and the fantastical. When the ordinary meets the strange, amazing genres such as fantasy, horror, and science fiction are at their most intriguing, in my opinion. The difference between the two worlds is what causes the tension and awe to exist between them.
Finding a magical object will be convenient, but it will never be awe-inspiring since magic is a commodity that everyone has access to.
This is why I favor human characters, and it is also why I believe it is beneficial to count torches and keep track of encumbrance levels. Because when the characters’ lives are based in the everyday, coming upon something that isn’t is a genuinely wonderful encounter.
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Thank you for sharing that you’ve been giving a lot of thought to camping mechanics (which are such an important part of RPGs and D D! ), drawing inspiration from the best features found in those beloved classic role-playing games of yore, and perhaps adding in some newer ideas and things to do while camping. It’s always a tragedy and a missed opportunity when resting mechanisms and camping systems in video games become easy, pointless, and easily spammable. The following are some more suggestions (some of which I didn’t see addressed on the forums yet), in the hopes of providing you with much needed inspiration to make this game’s camping systemPERFECT.
In it, we’ll be able to do anything from cook to eat to hunt to gather food to do some fishing to heal wounds to read books to study maps to learn spells to identify goods to do some small crafting for consumables (potion brewing, healing items, etc.).
Aside from that, I’m delighted to see that you’re delving deep into Resource Management inside the camping system (not just basic “rations,” but also lamps, blankets, sleeping bags, tents, and potentially even cutlery?).
For those of you who know me, you know that I’m a big lover of all sorts of extra activities (apart from simply battling to go from point A to point B) in cRPGs, such as crafting, solving riddles and mysteries, and participating in mini-games!
(cards, dice, rat races, drinking contests, archery competitions, singing competitions for Bards, arm wrestling, fight clubs outside taverns, brothels) Camping, on the other hand, is really essential, and I cannot stress enough how important it is to be able to actually SEE, in “real time,” what is ACTIVELY occurring at camp.
Cooking and food sequences were always a priority for Master Sensei and Gamedev Supreme George Kamitani (also a D D player and diligent student of the evolution of cRPGs, who participated in the creation ofAdvanced DungeonsDragons: Hillsfar and DungeonsDragons: Tower of Doomfor arcade, and created such famous masterpieces asDragon’s Crownpaying homage to his RPG and D D background) when developing his games.
His reasoning is that “eating is one of the three basic human drives, and when someone consumes food, he is pleased,” and as such he strives to convey this emotion via his work.
As a result, it gives me great pleasure to think that while camp, I will be able to ACTIVELY participate in activities like as cooking, nursing wounds, treating ailments, creating potions, and engaging in a variety of character interactions and dialogues.
In this game, I hope and pray that cooking will not be limited to simply pressing a button and that we will be able to actively cook while in camp, actively craft potions, and actively observe what is ACTIVELY happening during all of these activities instead of simply pressing a button and waiting for the results (including seeing our dwarf barbarian snoring while our cleric tries to concentrate and memorize her spells, while our druid is petting his Dire Wolf or feeding carrots and apples to the horses).
- Yes, it will require energy, code, time, as well as some new animations and speech, but it is not that expensive in the end, and it would be well worth the effort to do so!
- Here’s your chance to design the PERFECT camping system, which will be built for the first time in history.
- Had some fantastic camping suggestions, and I enjoyed talking to each of the characters (including those lovely “dog discussions” with our Mabari and, of course, the “romance moments”) about their experiences.
- I wished for more opportunities to interact and converse with him.
- In spite of this, there were many good ideas to draw inspiration from during the conference.
- The “skill phase” in Darkest Dungeoncamps, in addition to the “food phase,” is one of my favorites since it allows us to watch companions’ speech connected to both their sanity/stress levels as well as their individual Camping Skills.
It would be fantastic if we could include some additional activities in RB’s camping system, in addition to those already mentioned, that were similar to or equivalent to DD’s “Camping Skills” (which are related to our heroes’ classes, stats, and races: for example, the Halfling Bard could sing a song around the bonfire to lift everyone’s spirits, the Human Cleric could pray to her deity to boost everyone’s morale, and so forth with each class/race).
In Darkest Dungeon, camping is timed, and it is related to a timer as well as torches fading, which I despise since I don’t want to be hurried by any game when camping; I just want to enjoy it!
If I’m not incorrect, there’s a Day/Night cycle as well as a Weather System in place.
If another player just wants to camp fast, put the heroes to sleep, skip everything, and wake them in a hurry so that he can get back to his adventure as soon as possible, that should also be his decision.
(It’s wonderful that the few (too few) activities you can engage in while camping (hunting, camp camouflage, prepare meals, heal and guard) are tied to stats, perception rolls, world knowledge, and other factors.) We get to see characters going to the cooking station to make food, while others set up camp, and so on, and it’s a treat.
It would have been perfect if we had just a few more things to do, such as specific Camping Skills, more dialogues and possible interactions between party members (linked to the things I mentioned above, or similar to what DAO attempted), the ability to ACTIVELY participate in cooking, and above all, the ability to remain camping without being rushed or pushed by the game.
Here’s just contributing my two copperas, as I usually do, and offering some food for thought. Cheers!
