D&D General Liquids in Bag of Holding or Portable Hole?


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Now I just want to know, can a bag of holding leak? If so, what are the ramifications of that?

And if so, when you enter the bag under a Gaseous Form spell, where do you leak to?

While it can sound a theoritcal debate, players are often ready and willing to experiment things. Eberron has scientific papers and universities, increasing your h-index is a higher goal than gold.
 

I think taking the stew out wouldn’t cause a problem. For a bag of holding, you think of an item and it appears in your hand. So, to me, items are sitting kind of randomly strewn about in a small room. When you insert your hand and think of an item, a portal opens in the room next to the item you want to pull out.

I think, when you put it in, you can’t “place” it in. You plop it in and it lands where it lands. Possibly in a big pile, depending on how full the room has become. So you’re likely to spill the stew.

Besides that, the room doesn’t move at all. So if the stew landed upright and didn’t spill, you’d be fine.

Portable hole is from bugs bunny and coyote. It’s a 10 foot hole. You would have to climb down in the hole, place the stew gently and then climb out. When you pick up the hole, everything inside is secure. To retrieve the stew, you need to climb in or levitate it out.

Haversack works like a bag of holding but because of its pouches, it’s quicker to pull stuff out. It doesn’t have any advantages of not spilling stew.
 

I wouldn't mind an answer that wasn't realistic, as long as it's lore explained (ie, the arcanist wish, or air being an element and oxygen not being a thing at all when it comes to breathing...) Lacking that... people seem to suffocate too quickly, indeed.

Fun thing: we had to discuss this breathing time at the game table recently, when a plan involved rescuing people from a prison by Misty Stepping inside, putting them all in a Bag of Holding, then Misty Stepping outside. We were low level enough that advanced teleportation wasn't available, but Misty Step is level 2, except it doesn't allow transporting people... except when they are all conveniently stacked in a bag.

Trust me, you aren't the first person to think of stuffing people into an bag, it's why I calculated how long they could survive in a portable hole. :)

So I found a video that explains how long it should take . If you don't want to watch the whole thing you can skip forward to 6:18 where the presenter explains the math or just use their formula with the assumption that at 3% carbon dioxide things start to get bad.

The formula he came up with is: (V x P)/(E x N) = t
V: volume of the space (1.8 cubic meters)
P: percentage of CO2 (3%)
E: expel rate (375 mL/min)
N: number of humans (1)
t: time creature(s) can survive

Which he calculates at 145 minutes ... except either my calculator is broken (okay so maybe I'm doing the math wrong) or that doesn't work. (1.8 x 3)/(.375 x 1) = 14.4 minutes. I don't see where I'm off by a factor of 10.
 

I always ruled that the opening rotates around the internal space - so a portable hole opened on the ground leads to the ceiling of the internal space. If you open the portable hole on a wall, you come in from the side of the internal space. This ensures shelving and fragile objects are not being smashed around. I use the same process for Bags of Holding, so if the bag is filled with liquid and you opened it with the hole facing down, then the hole opens up at the bottom of the internal space and the liquid starts to spill out.

That said, I've had players carry around Bags of Holding full of water that they dump onto the ground to use with Shape Water (shaping the water back into the bag when they are finished), and it works fine. I thought about how easily it would be to "overburden" a Bag of Holding by putting water into it, but I'm not going to "Gotcha!" my players by rupturing their bag because of water (and they've never tried to abuse it by pressurizing the water or anything).

I've also seen DM's rule that the opening is always in the same position regardless of the orientation of the Hole/Bag. That also works, since you might put a portable hole on the ground and step in, only to find yourself walking into the hole from the side. But it means dumping things out like a bag full of water becomes difficult. But it's not really a big deal what you rule, they all have minor pros and cons.
 
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Trust me, you aren't the first person to think of stuffing people into an bag, it's why I calculated how long they could survive in a portable hole. :)

So I found a video that explains how long it should take . If you don't want to watch the whole thing you can skip forward to 6:18 where the presenter explains the math or just use their formula with the assumption that at 3% carbon dioxide things start to get bad.

It correctly dismisses the idea that lack of oxygen in the air inside the bag would cause problem with a low stay time of 10 minutes.
He's using a low value for maximum CO2 concentration. 5% is toxic, but you can withstand it longer than 10 minutes. 3% is bad, but headache-inducing bad, not suddent death bad. As you mention, it starts to get bad. He has a figure of 375 mL/min, which is higher than my earlier search found (200, but at rest, so maybe he expects people to exercise a little in the Bag).



The formula he came up with is: (V x P)/(E x N) = t
V: volume of the space (1.8 cubic meters)
P: percentage of CO2 (3%)
E: expel rate (375 mL/min)
N: number of humans (1)
t: time creature(s) can survive

Which he calculates at 145 minutes ... except either my calculator is broken (okay so maybe I'm doing the math wrong) or that doesn't work. (1.8 x 3)/(.375 x 1) = 14.4 minutes. I don't see where I'm off by a factor of 10.

1.8 m^3 x 3% = 1800 litres x 0.03 = 54 litres of CO2 in the bag.

With an expel rate of 375 mL/min, that's 54000 mL/375 mL/min = 144 minutes. There is no risk of sudden death after 10 minutes due to CO2 at sea level pressure. Especially since the 3% threshold would be reached after more than two hours, and not be immediately lethal at this point.
 

It correctly dismisses the idea that lack of oxygen in the air inside the bag would cause problem with a low stay time of 10 minutes.
He's using a low value for maximum CO2 concentration. 5% is toxic, but you can withstand it longer than 10 minutes. 3% is bad, but headache-inducing bad, not suddent death bad. As you mention, it starts to get bad. He has a figure of 375 mL/min, which is higher than my earlier search found (200, but at rest, so maybe he expects people to exercise a little in the Bag).





1.8 m^3 x 3% = 1800 litres x 0.03 = 54 litres of CO2 in the bag.

With an expel rate of 375 mL/min, that's 54000 mL/375 mL/min = 144 minutes. There is no risk of sudden death after 10 minutes due to CO2 at sea level pressure. Especially since the 3% threshold would be reached after more than two hours, and not be immediately lethal at this point.

He didn't show his math and skipped the conversion from cubic meters to liters in his explanation (or I missed it). It makes sense now.

As far as the ml / minute I'm okay with him being on the conservative side.
 

My ruling would be there is a good chance of spillage. Its a flexible bag, not a fixed shelving unit. Even if you assume a fixed directional gravity, the pot could wind up on top of the beholder body being taken back to the wizard for parts. Something could be added later that tips the pot over. Besides, if you are wealthy enough to have a bag of holding, spend a little loot and craft/have made a stew pot with a lid that seals shut.
 


It ain't called a bag of spilling or a bag of leaking now is it?

Depending on your needs you need to get a sieve of holding, cheesecloth of holding or coffee filter of holding
Cheesecloth of holding is so going to be an item in my next campaign.
I think taking the stew out wouldn’t cause a problem. For a bag of holding, you think of an item and it appears in your hand. So, to me, items are sitting kind of randomly strewn about in a small room. When you insert your hand and think of an item, a portal opens in the room next to the item you want to pull out.
One home‑brew rule (more an ignored line than a written rule, as I rarely insert magic items in my game that are exactly like those in the DMG) is to drop the line about one action to retrieve. I just keep it vague. This is something that I've always found more fun for the players and DM to determine what makes sense in the moment and what is fun. The closest I've ever come to have a mechanic for retrieval is to have the player make a dexterity or perception roll to see how quickly they can pull something out of it with the DC set by how much and what kind of stuff is in it. If the person trying to retrieve an item fails the first round, I would drop the DC the next round, and so on.
 

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