D&D 5E Yawning Portal: Tamoachan


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I believe the rules do say that the benefits of a long rest only happen when you are safe, etc. Being in a poison atmosphere certainly would not fit my definition of a safe environment :)

You spoiled Millennials and your non-poisoned air. Why, when I was your age I slept in poison-gas filled catacombs and was grateful for the opportunity!
 

Leomund's tiny hunt protect agains't that or no, if you cast it in that environment?

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I would say no, as the gas pervades the atmosphere of the place. The Hut does not purify the current environment, it merely prevents nasty stuff from getting in once created.
 



I have been running Hidden shrine of Tamochan at my local game store, with another DM running an additional Hidden shrine game in the same slot. We allowed the players to have the benefits of a short rest, however, they also incurred poison damage. We ruled that they are unable to take a long rest until they escaped the gas, they have not escaped the gas in 3 sessions. The parties are both mainly experienced players, and reasonably well equipped, all of the them running Forge of Fury prior to this adventure. My party is about 2 rooms from escaping the gas, the other party is 1 room away. The gas played nicely I felt. The damage was not a lot, but it adds up, and that coupled with some possibly difficult combat encounters, really depleted a lot of slots, forcing the parties to move through the gas, instead of searching every room very thoroughly. Both parties really enjoyed the Palote Game.
 

I have been running Hidden shrine of Tamochan at my local game store, with another DM running an additional Hidden shrine game in the same slot. We allowed the players to have the benefits of a short rest, however, they also incurred poison damage. We ruled that they are unable to take a long rest until they escaped the gas, they have not escaped the gas in 3 sessions. The parties are both mainly experienced players, and reasonably well equipped, all of the them running Forge of Fury prior to this adventure. My party is about 2 rooms from escaping the gas, the other party is 1 room away. The gas played nicely I felt. The damage was not a lot, but it adds up, and that coupled with some possibly difficult combat encounters, really depleted a lot of slots, forcing the parties to move through the gas, instead of searching every room very thoroughly. Both parties really enjoyed the Palote Game.

Our experience is literally ditto to everything you just said...except we're still not out of the gas and I have no idea how long until we are out. We could be one room away, or 20 rooms away. We also liked the Palote game and got an item that lets us fly! Woo hoo!
 

What level are the players?

I set the adventure in my homebrew campaign and ran two 13th-level characters through it. (It was a side-quest for a day when most of the players couldn't make it).

The poison air is a central feature of the module and one of the more fun and challenging aspects.

I mad the poison air do 1d12 per hour and they had to make a save against exhaustion every hour. My players were level 13 and I wanted the poison air to create urgency.

The exhaustion created more urgency than the damage.

I allowed short rests, but not long rests, while in the poison air.

I changed a number of the monster encounters, but I would have to pull out the book and look at the notes I made in it.
 

My party may finally be getting out of the gas, without a long rest. As others have noted it works well, and the module is balanced based on that.

The module is also really meant to be "challenge the player" (vs the charecters stats) while being more flexible then ToH. Try to reward good ideas and some creativity. But if they just blunder into things, bring the hurt.
 

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