Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
E: With Ether you can sleep Warforged if he fails the saves.
Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Okay, but a DM could also just have an NPC cast:
Advance Plot. A creature must succeed at a (DC sit the eff down) whatever the heck saving throw the DM decides... with double disadvantage, yeah, that’s it, double disadvantage... or fall asleep because that’s what the story requires to have them mysteriously wake up a few seconds later in the next scene.
I mean, if they really wanted to. It’s a secret spell in the DMG under chapter 13&1/2 “Just Because.”
Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Okay, but a DM could also just have an NPC cast:
Advance Plot. A creature must succeed at a (DC sit the eff down) whatever the heck saving throw the DM decides... with double disadvantage, yeah, that’s it, double disadvantage... or fall asleep because that’s what the story requires to have them mysteriously wake up a few seconds later in the next scene.
I mean, if they really wanted to. It’s a secret spell in the DMG under chapter 13&1/2 “Just Because.”
If you have Warforged in party you cant put him to sleep. Period. You can make him short if you want to use DM power but no sleep.
I can use "DM power" to turn him into a brilliant pink cocker spaniel on a pogo stick, if I'm so inclined. I can most assuredly knock them out, put their program on pause, render them insensate, or whatever.
The only people I'm responsible to for it are my Players, and my only concern for them is to not violate their sense that the fictional world they are in is logically consistent, so that they can feel comfortable predicting the outcomes of their chosen actions.
Admittedly that's tough sell with a pink cocker spaniel, but if I can explain it, and apply the logic behind it fairly to the Party's actions as well, there isn't an issue. Alternatively, if they just accept it and move on without even trying to explain it, even better.
RAW doesn't explain everything, even in RAW itself. Where do Legendary Actions/Resistances come from? How about Lair Actions? There's no explanation of the in-world logic or description of the mechanisms behind those. They are just hand waved into place by the designers at WoTC.
The OP is a DM, and a designer of their own Campaign ( and possibly their own Setting ) - they're allowed to hand wave aspects of the world into place as well.
You have a habit of making assertions concerning "a game about pretend Elves" ( to quote AngryDM ), as if they're objective truths.
They are objectives truths for your game. But they don't have to be objective truths for mine, or for the OP's.
If you want to find options within RAW for the OP, great! That's constructive.
There are other options outside of RAW as well. Let the OP decide what's possible in their game.
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Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Okay, but a DM could also just have an NPC cast:
Advance Plot. A creature must succeed at a (DC sit the eff down) whatever the heck saving throw the DM decides... with double disadvantage, yeah, that’s it, double disadvantage... or fall asleep because that’s what the story requires to have them mysteriously wake up a few seconds later in the next scene.
I mean, if they really wanted to. It’s a secret spell in the DMG under chapter 13&1/2 “Just Because.”
You may want to consider if your planned adventure can be started another way. Some players pick the no-sleepy species/abilities specifically so the DM can't jank them with the tired old "you wake up buck-ass nekkid in a prison cell with no memory of why" schtick. If the DM then forces said schtick, the player has every right to be peeved over their abilities being ignored.
Back to the OP, the first advice I’d have is: don’t. Characters have any number of abilities and forcing them to do something like sleep will just annoy the players by stealing those abilities. (but I didn’t get my save, but I was in the paladin’s aura, but I’m immune to poison, but I should have had advantage, but my passive perception would have noticed, etc).
If you absolutely must do it, just skip it over. Start with, “you wake up in a jail cell, you have no memory of how or why you got here” then later explain or let them discover there was some custom spell/ritual/artifact that was able to knock them out.
What is that you want to do when the characters sleep? What makes it that it needs to be sleep instead of for instance an illusion?
I would look for a way that makes sense and feels fair without worrying too much about rules. One of the most interesting sessions I ever had was one where a warforged actually did fall asleep;).
The scenario is from an old, 1st edition module. The party has (or will have by that point) obtained a very large gem, which is actually a petrified eye for lack of a better term. The eye is a holy relic of the Sahuagin who will want it back. They have people watching for it to be retrieved from it's resting place. The idea is to place the inn to sleep, and then the "people" come in and take it. Since the module didn't take into account party members that could not be slept, it is becoming problematic.
I suppose I'll go with the strong-arm approach, putting the rest to sleep and threatening the Warforged with bodily harm to the others if he doesn't hand over the eye.
It's either that, or I arrange to have the Sahuagin smuggled into Sharn so they can make their play for it later on, which will more than likely happen anyway. Given this party, they may offer it up to the Sahuagin without a fight once they realize it is a holy relic. It's tough to tell with this group. :P
The scenario is from an old, 1st edition module. The party has (or will have by that point) obtained a very large gem, which is actually a petrified eye for lack of a better term. The eye is a holy relic of the Sahuagin who will want it back. They have people watching for it to be retrieved from it's resting place. The idea is to place the inn to sleep, and then the "people" come in and take it. Since the module didn't take into account party members that could not be slept, it is becoming problematic.
Eh, given the specifics of the item, I'd just have it apply Petrified until dawn.
Oh! This is solvable! There's a lot of ways to steal something without the party falling asleep.
One of the bad guys could use an invisible mage hand. Or the party could just look in the place they thought it was, and it is gone somehow. There could be a note or a scrap of something in it's place if you want to give a clue as to who took it.
They don't know when it was taken--it could have been pickpocketed on the street earlier in the day. You could assume one of the bad guys disguised themselves, or hired a pickpocket to steal the thing while the party was in a crowd of people. If the party didn't discover it until later, your bad guys would have a lot of lead time.
Warforged don’t need to breathe, though, that’s the problem. An aerosolized touch poison with a disgustingly high DC is the way to go.
Oh well my bad he does not breathe epic fail by me.
Inhaled poisons specifically call out that holding your breath is ineffective. Being a warforged doesn't mean you have immunity to every gas/poison/etc effect in the game, unless not breathing is specifically called out as being effective against it, as is the case with the spell Stinking Cloud. Might be a good way to teach your warforged that fact before they go running into a Green Dragon's breath weapon because it's a gas and they think they're immune to every air-based effect.
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Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
E: With Ether you can sleep Warforged if he fails the saves.
Okay, but a DM could also just have an NPC cast:
I mean, if they really wanted to. It’s a secret spell in the DMG under chapter 13&1/2 “Just Because.”
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There is no secret spells in DM apartment.
I can use "DM power" to turn him into a brilliant pink cocker spaniel on a pogo stick, if I'm so inclined. I can most assuredly knock them out, put their program on pause, render them insensate, or whatever.
The only people I'm responsible to for it are my Players, and my only concern for them is to not violate their sense that the fictional world they are in is logically consistent, so that they can feel comfortable predicting the outcomes of their chosen actions.
Admittedly that's tough sell with a pink cocker spaniel, but if I can explain it, and apply the logic behind it fairly to the Party's actions as well, there isn't an issue. Alternatively, if they just accept it and move on without even trying to explain it, even better.
RAW doesn't explain everything, even in RAW itself. Where do Legendary Actions/Resistances come from? How about Lair Actions? There's no explanation of the in-world logic or description of the mechanisms behind those. They are just hand waved into place by the designers at WoTC.
The OP is a DM, and a designer of their own Campaign ( and possibly their own Setting ) - they're allowed to hand wave aspects of the world into place as well.
You have a habit of making assertions concerning "a game about pretend Elves" ( to quote AngryDM ), as if they're objective truths.
They are objectives truths for your game. But they don't have to be objective truths for mine, or for the OP's.
If you want to find options within RAW for the OP, great! That's constructive.
There are other options outside of RAW as well. Let the OP decide what's possible in their game.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
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I say use Ether if you want to "sleep" Warforged. He gets 2 saves but if he fails its doned.
Warforged don’t need to breathe, though, that’s the problem. An aerosolized touch poison with a disgustingly high DC is the way to go.
"Ignorance is bliss, and you look absolutely miserable."
No, just use percussive sleep (whack them in the head with a mace until they go unconscious).
Oh well my bad he does not breathe epic fail by me.
OP stated that this should be a non-combat encounter.
"Ignorance is bliss, and you look absolutely miserable."
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You may want to consider if your planned adventure can be started another way. Some players pick the no-sleepy species/abilities specifically so the DM can't jank them with the tired old "you wake up buck-ass nekkid in a prison cell with no memory of why" schtick. If the DM then forces said schtick, the player has every right to be peeved over their abilities being ignored.
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That’s probably the best idea.
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Back to the OP, the first advice I’d have is: don’t. Characters have any number of abilities and forcing them to do something like sleep will just annoy the players by stealing those abilities. (but I didn’t get my save, but I was in the paladin’s aura, but I’m immune to poison, but I should have had advantage, but my passive perception would have noticed, etc).
If you absolutely must do it, just skip it over. Start with, “you wake up in a jail cell, you have no memory of how or why you got here” then later explain or let them discover there was some custom spell/ritual/artifact that was able to knock them out.
What is that you want to do when the characters sleep? What makes it that it needs to be sleep instead of for instance an illusion?
I would look for a way that makes sense and feels fair without worrying too much about rules. One of the most interesting sessions I ever had was one where a warforged actually did fall asleep;).
Thanks for all the replies.
The scenario is from an old, 1st edition module. The party has (or will have by that point) obtained a very large gem, which is actually a petrified eye for lack of a better term. The eye is a holy relic of the Sahuagin who will want it back. They have people watching for it to be retrieved from it's resting place. The idea is to place the inn to sleep, and then the "people" come in and take it. Since the module didn't take into account party members that could not be slept, it is becoming problematic.
I suppose I'll go with the strong-arm approach, putting the rest to sleep and threatening the Warforged with bodily harm to the others if he doesn't hand over the eye.
It's either that, or I arrange to have the Sahuagin smuggled into Sharn so they can make their play for it later on, which will more than likely happen anyway. Given this party, they may offer it up to the Sahuagin without a fight once they realize it is a holy relic. It's tough to tell with this group. :P
Eric the Grey
Eh, given the specifics of the item, I'd just have it apply Petrified until dawn.
Oh! This is solvable! There's a lot of ways to steal something without the party falling asleep.
One of the bad guys could use an invisible mage hand. Or the party could just look in the place they thought it was, and it is gone somehow. There could be a note or a scrap of something in it's place if you want to give a clue as to who took it.
They don't know when it was taken--it could have been pickpocketed on the street earlier in the day. You could assume one of the bad guys disguised themselves, or hired a pickpocket to steal the thing while the party was in a crowd of people. If the party didn't discover it until later, your bad guys would have a lot of lead time.
Inhaled poisons specifically call out that holding your breath is ineffective. Being a warforged doesn't mean you have immunity to every gas/poison/etc effect in the game, unless not breathing is specifically called out as being effective against it, as is the case with the spell Stinking Cloud. Might be a good way to teach your warforged that fact before they go running into a Green Dragon's breath weapon because it's a gas and they think they're immune to every air-based effect.