How do I go to bed?

welby

First Post
Our party is in a large room with one door.

The door was burned down the first time we slept and we were attacked.
So we cast leomunds secure shelter, and it got dispeled and we were attacked.
Rope trick is out because no one wants to leave their bags of holding outside.
I can't teleport out either because of the nature of where I am.

So how do I get 8 hours of sleep?
 

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You probably don't. That's one of the drawbacks of being a spellcaster. Your powers aren't always available.

joe b.
 
Last edited:


Sounds like the odds are stacked against you.

Why don't you post guards in shifts and try to keep the spellcasters rested while the melee types discourage any visitors?
 

A ring of Sustenance is one of the most all round handy items an adventurer can have. If just one person (preferably with a high listen/spot) has one you only need to stop for ten hours for everyone to get a night's rest (two hours for the guy with the ring then eight more for everyone else while he keeps watch).
 

argo said:
A ring of Sustenance is one of the most all round handy items an adventurer can have. If just one person (preferably with a high listen/spot) has one you only need to stop for ten hours for everyone to get a night's rest (two hours for the guy with the ring then eight more for everyone else while he keeps watch).

Ah, if only we weren't trapped inside a mountain. This is a really good idea.

Oh, and when I say, "how do I get 8 hours" I really mean how does the party get 8 hours of sleep. We ended up letting me (the only spellcaster) sleep while everyone else fought off the hoards. I'm not sure everyone else can deal with the lack of sleep if this continues though.

On the plus side my character feels great! ;)
 

wall of stone of both ends of a passage...cannot be dispelled and takes a hell of a long time to dig through...the down side is of course it burns two spell slots
 

welby said:
Rope trick is out because no one wants to leave their bags of holding outside.

From the 3E Main FAQ, p33:

Will extradimensional items rupture a bag of holding?
The DMG says that a bag of holding
placed within a portable hole tears a rift to the Astral Plane.
Bag and hole alike are then sucked into the void and
forever lost. The DMG also says that
when a portable hole is placed within a bag of holding, it
opens a gate to the Astral Plane. The hole, the bag, and any
creatures within a 10-foot radius are drawn there,
destroying the portable hole and bag of holding in the
process. However, the description for Heward’s handy
haversack makes no mention of any rifts or gates. This
implies that only the combination of a bag of holding and
portable hole forms a rift or gate. Thus, a bag of holding
could be placed inside another bag of holding with no
unusual effects.

It’s a general rule that you can’t mix items containing
nondimensional or extradimensional spaces (things that are
bigger inside than out) with each other or with portable holes.
Such combinations tend to strain the fabric of the cosmos.
Putting one bag of holding within another is just like putting
the bag into a portable hole. Items that function like bags of
holding, such as Heward’s handy haversacks, cause the same
mishaps when mishandled.
Note you can freely go plane hopping with portable holes,
bags of holding, and the like. Spells that produce their own
extradimensional spaces, such as rope trick, pose no danger to
occupants who may be using portable holes, bags of holding,
and the like.


-Hyp.
 

That, however, contradicts the wording of the rope trick spell, which says that caution should be used in the placing of extradimensional spaces in them.

So the FAQ appears to be mistaken...
 


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