I'm trying to get ahead on a possible situation that may occur in an upcoming game.
The Party is exploring the Hidden Shrine of Tamoachan (Tales of the Yawning Portal), a dungeon where the lower-level atmosphere has a poisonous gas that deals 3 (1d6) poison damage every hour a creature spends in it.
This Party LOVES Leomund's Tiny Hut; they cast it at every opportunity there is a need to rest. One thing I cannot tell from the spell description: "The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside." Would the poison gas get through the Emanation and damage the party for the number of hours rested?
It seems pretty clear that the intent of the spell is that stuff from outside can't pass through the "hut" into the inside, which would include poison gas.
The party should love Leomund's Tiny Hut, it's a great spell.
There's several things going on here:
Does the poison gas constitute 'weather'? I would say no.
Is the poison gas an object? DM's call, but arguably no. It's a gas. Surely LTH is permeable to oxygen, otherwise everyone inside would suffocate before the spell duration expired.
If you do think it's an object, should the poison gas be excluded in the first place? If it's everywhere in the air, then when LTH is cast, there's poison gas already in the LTH. It doesn't exclude things in the area of LTH.
I can't see any way the party is avoiding taking the poison gas damage, unless they can make themselves immune to poison or otherwise leave the area. (Rope Trick probably works fine).
And surely the damage should prevent them from taking a rest at all, right?
It seems pretty clear that the intent of the spell is that stuff from outside can't pass through the "hut" into the inside, which would include poison gas.
The party should love Leomund's Tiny Hut, it's a great spell.
There's several things going on here:
Does the poison gas constitute 'weather'? I would say no.
Is the poison gas an object? DM's call, but arguably no. It's a gas. Surely LTH is permeable to oxygen, otherwise everyone inside would suffocate before the spell duration expired.
If you do think it's an object, should the poison gas be excluded in the first place? If it's everywhere in the air, then when LTH is cast, there's poison gas already in the LTH. It doesn't exclude things in the area of LTH.
I can't see any way the party is avoiding taking the poison gas damage, unless they can make themselves immune to poison or otherwise leave the area. (Rope Trick probably works fine).
And surely the damage should prevent them from taking a rest at all, right?
Your third point is an interesting fact that I had not considered (yes, the gas is ever present all around it’s an part of the air) and unless the Hut produces it own oxygen the poison would be present within.
would it prevent a long rest another good question and one I’d need to look into.
It seems pretty clear that the intent of the spell is that stuff from outside can't pass through the "hut" into the inside, which would include poison gas.
That’s saying the Hut produces it oxygen.
It's magic; by definition, it doesn't have to follow the laws of physics.
But I would say that's implied by the fact that it says "the atmosphere is comfortable and dry" no matter what.
Poisonous Gas. The lower levels of the ruins, including the rooms and passages of encounter areas 1 through 38, are filled with poisonous gas. The gas is an amber color, and its area is lightly obscured. Anyone can tell that the gas is irritating, but it takes a successful DC 15 Intelligence (Nature) check to discern the gas’s toxicity. Flames in the gas sputter and glow redly, and any attempt to use natural means to ignite a fire has only a 50 percent chance of success. Fire used as a light source has an effective radius only half normal.
A creature takes 3 (1d6) poison damage every hour it spends in the gas. The gas is light, so it accumulates closer to the ceiling. Inhabitants of the dungeon have immunity to the poisonous effect of the gas.
The gas rises up and out of the ruins if the doors to area 39 are opened. It takes one month for the lower levels to clear completely. If the doors are closed again, the lower chambers refill with gas in two weeks.
Unfortunately for the PCs, poison gas is not a creature, object, or spell of level 3 or lower, and thus it comes down to how you interpret "The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside." Specifically:
What does 'comfortable' mean? The reference to weather suggests that it's about temperature, but it could mean more
To what degree does it protect from non-weather effects? For example, as written cloudkill can go right through the hut, so it does not generally negate gases.
It seems pretty clear that the intent of the spell is that stuff from outside can't pass through the "hut" into the inside, which would include poison gas.
That’s saying the Hut produces it oxygen.
It's magic; by definition, it doesn't have to follow the laws of physics.
But I would say that's implied by the fact that it says "the atmosphere is comfortable and dry" no matter what.
I'm not sure what the atmosphere being comfortable and dry has to do with poison gas. Poison gas is not weather.
And if nothing passes through the hut, then nothing passes through the hut. It doesn't have to follow the laws of physics, but it does have to be self-consistent. And oxygen not passing through the hut is a problem. If gasses pass through the hut (perhaps because they're not objects), then the poison gas passes through the hut.
Why are people saying poison gas isn't an object? It's a collection of miniscule objects. Any gas is.
I'd argue, based on the description above, that they need to clear the gas at the time the Tiny Hut finishes being formed. Something like a Gust of Wind or Warding Wind spell should do it for the short time it takes to spring into existence at the end of its casting. Maybe even just a Gust cantrip if you're feeling generous. Any way to clear it is in DM territory though, as is the final call for whether or not it remains in the Tiny Hut at all.
Because D&D rules it isn't one. An object is a 'distinct thing' (thus, liquids and gases do not qualify). A hut does separately protect against water because of the clause about the interior remaining dry, but gases and non-wetting liquids would pass through.
It seems pretty clear that the intent of the spell is that stuff from outside can't pass through the "hut" into the inside, which would include poison gas.
That’s saying the Hut produces it oxygen.
If you create it under water, then YES it does.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
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"real life is a super high CR."
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"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
It seems pretty clear that the intent of the spell is that stuff from outside can't pass through the "hut" into the inside, which would include poison gas.
That’s saying the Hut produces it oxygen.
If you create it under water, then YES it does.
This is not apparent to me at all.
Also, I'm not even convinced it excludes the water. Sure, the "atmosphere" inside the LTH is dry and comfortable, but the problem is - there's no atmosphere in the LTH, and it never says it creates atmosphere. So all zero atmosphere in the LTH is dry and comfortable.... congrats, i guess?
Because D&D rules it isn't one. An object is a 'distinct thing' (thus, liquids and gases do not qualify). A hut does separately protect against water because of the clause about the interior remaining dry, but gases and non-wetting liquids would pass through.
Each particle of poison gas would be a distinct thing.
Because D&D rules it isn't one. An object is a 'distinct thing' (thus, liquids and gases do not qualify). A hut does separately protect against water because of the clause about the interior remaining dry, but gases and non-wetting liquids would pass through.
Each particle of poison gas would be a distinct thing.
Do you believe people who try to take a long rest in an LTH suffocate?
Because D&D rules it isn't one. An object is a 'distinct thing' (thus, liquids and gases do not qualify). A hut does separately protect against water because of the clause about the interior remaining dry, but gases and non-wetting liquids would pass through.
Each particle of poison gas would be a distinct thing.
Do you believe people who try to take a long rest in an LTH suffocate?
This is a loaded question. If I answer yes, then obviously that's a bad answer. If I answer no, then "air particles are distinct objects under that rule too, and oxygen will deplete over time".
Instead, I offer: Air is part of the atmosphere, which is magically preserved by the text of the spell. Other things in the air, however, which aren't a natural part of the atmosphere, must be accounted for.
@BKThomson If you consider that a dragon's breath weapon is not magical (e.g. fire from a Red Dragon or poison from a Green Dragon) and that it can affect creatures inside the hut, then you can rule this similarly.
It's magic; by definition, it doesn't have to follow the laws of physics.
But I would say that's implied by the fact that it says "the atmosphere is comfortable and dry" no matter what.
I'm not sure what the atmosphere being comfortable and dry has to do with poison gas. Poison gas is not weather.
It 100% affects the atmosphere, though.
And if nothing passes through the hut, then nothing passes through the hut. It doesn't have to follow the laws of physics, but it does have to be self-consistent. And oxygen not passing through the hut is a problem. If gasses pass through the hut (perhaps because they're not objects), then the poison gas passes through the hut.
What's oxygen? Creatures in D&D breathe air. And yes, the air presumably needs to be refreshed, or it eventually goes bad, but that doesn't mean the O2->CO2 cycle is actually involved.
This is ultimately a DM's call, and arguments from real-world science don't establish how it works. Even if oxygen is a thing, and the hut doesn't create its own, it still could keep the gas out.
It does two things to the atmosphere only: It makes it dry and comfortable. Dry: the air is not wet, that is, it is low humidity. Comfortable: the air is temperate. It is neither hot nor cold. Those are the only effects it has on the atmosphere.
It doesn't do anything more than it says.
It doesn't stop anything which isn't one of creatures, objects, or spells <4th level from entering.
It doesn't produce anything
It doesn't push anything out of the area which is in it when it starts.
Dragon-breath: neither a creature, nor an object, nor a spell, so not stopped by LTH
Non-water-vapor non-creature Gas: neither a creature, nor an object, nor a spell, so not stopped by LTH. (Water Vapor or steam would increase the humidity by definition, so would be stopped by making it dry). So for example, smoke would pass through an LTH.
Liquid Water (you cast LTH in the middle of a river, or someone redirects a river at the LTH): neither a creature, nor an object, nor a spell, so not stopped by LTH. Liquid water is not atmosphere, so is not dried.)
The game adheres to a platonic understanding of matter phases. Gas-Liquid-Solid. The rules are written in natural "idiomatic" English, and liquids and gases are not objects in idiomatic English. Only solids are objects.
And if nothing passes through the hut, then nothing passes through the hut. It doesn't have to follow the laws of physics, but it does have to be self-consistent. And oxygen not passing through the hut is a problem. If gasses pass through the hut (perhaps because they're not objects), then the poison gas passes through the hut.
What's oxygen? Creatures in D&D breathe air. And yes, the air presumably needs to be refreshed, or it eventually goes bad, but that doesn't mean the O2->CO2 cycle is actually involved.
This is ultimately a DM's call, and arguments from real-world science don't establish how it works. Even if oxygen is a thing, and the hut doesn't create its own, it still could keep the gas out.
If a player made this argument at my table, I'd laugh. And then they'd be wrong and we'd move on. Of course 'breathing air' means oxygen. But we don't need to get into the scientific details - the game has a concept of an amount of air only allowing breathing for so long (several relevant magic items come to mind, as does the rules around holding your breath). Air is a gas. If LTH stops gases, it's a bubble with a fixed amount of air that will only allow breathing for so long, by the game's own logic.
It's the people trying to argue gases are objects that are the ones who first resorted to real world science. If we're ignoring science arguments, gases aren't objects.
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It seems pretty clear that the intent of the spell is that stuff from outside can't pass through the "hut" into the inside, which would include poison gas.
pronouns: he/she/they
The party should love Leomund's Tiny Hut, it's a great spell.
There's several things going on here:
I can't see any way the party is avoiding taking the poison gas damage, unless they can make themselves immune to poison or otherwise leave the area. (Rope Trick probably works fine).
And surely the damage should prevent them from taking a rest at all, right?
That’s saying the Hut produces it oxygen.
Your third point is an interesting fact that I had not considered (yes, the gas is ever present all around it’s an part of the air) and unless the Hut produces it own oxygen the poison would be present within.
would it prevent a long rest another good question and one I’d need to look into.
It's magic; by definition, it doesn't have to follow the laws of physics.
But I would say that's implied by the fact that it says "the atmosphere is comfortable and dry" no matter what.
pronouns: he/she/they
This is how the adventure describes the gas
Unfortunately for the PCs, poison gas is not a creature, object, or spell of level 3 or lower, and thus it comes down to how you interpret "The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside." Specifically:
I'm not sure what the atmosphere being comfortable and dry has to do with poison gas. Poison gas is not weather.
And if nothing passes through the hut, then nothing passes through the hut. It doesn't have to follow the laws of physics, but it does have to be self-consistent. And oxygen not passing through the hut is a problem. If gasses pass through the hut (perhaps because they're not objects), then the poison gas passes through the hut.
Why are people saying poison gas isn't an object? It's a collection of miniscule objects. Any gas is.
I'd argue, based on the description above, that they need to clear the gas at the time the Tiny Hut finishes being formed. Something like a Gust of Wind or Warding Wind spell should do it for the short time it takes to spring into existence at the end of its casting. Maybe even just a Gust cantrip if you're feeling generous. Any way to clear it is in DM territory though, as is the final call for whether or not it remains in the Tiny Hut at all.
Because D&D rules it isn't one. An object is a 'distinct thing' (thus, liquids and gases do not qualify). A hut does separately protect against water because of the clause about the interior remaining dry, but gases and non-wetting liquids would pass through.
If you create it under water, then YES it does.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
This is not apparent to me at all.
Also, I'm not even convinced it excludes the water. Sure, the "atmosphere" inside the LTH is dry and comfortable, but the problem is - there's no atmosphere in the LTH, and it never says it creates atmosphere. So all zero atmosphere in the LTH is dry and comfortable.... congrats, i guess?
Each particle of poison gas would be a distinct thing.
Do you believe people who try to take a long rest in an LTH suffocate?
This is a loaded question. If I answer yes, then obviously that's a bad answer. If I answer no, then "air particles are distinct objects under that rule too, and oxygen will deplete over time".
Instead, I offer: Air is part of the atmosphere, which is magically preserved by the text of the spell. Other things in the air, however, which aren't a natural part of the atmosphere, must be accounted for.
@BKThomson If you consider that a dragon's breath weapon is not magical (e.g. fire from a Red Dragon or poison from a Green Dragon) and that it can affect creatures inside the hut, then you can rule this similarly.
---
- How do I tell if something in the game is magical?
- How do I tell if something in the game is magical? (5e)
- Is the breath weapon of a dragon magical? (5e)
It 100% affects the atmosphere, though.
What's oxygen? Creatures in D&D breathe air. And yes, the air presumably needs to be refreshed, or it eventually goes bad, but that doesn't mean the O2->CO2 cycle is actually involved.
This is ultimately a DM's call, and arguments from real-world science don't establish how it works. Even if oxygen is a thing, and the hut doesn't create its own, it still could keep the gas out.
This is the problem with a lot of arguments like this that people get into about how spells work.
It's magic. It is explicitly violating real-world natural laws. That's what it's for.
pronouns: he/she/they
It does two things to the atmosphere only: It makes it dry and comfortable. Dry: the air is not wet, that is, it is low humidity. Comfortable: the air is temperate. It is neither hot nor cold. Those are the only effects it has on the atmosphere.
It doesn't do anything more than it says.
Dragon-breath: neither a creature, nor an object, nor a spell, so not stopped by LTH
Non-water-vapor non-creature Gas: neither a creature, nor an object, nor a spell, so not stopped by LTH. (Water Vapor or steam would increase the humidity by definition, so would be stopped by making it dry). So for example, smoke would pass through an LTH.
Liquid Water (you cast LTH in the middle of a river, or someone redirects a river at the LTH): neither a creature, nor an object, nor a spell, so not stopped by LTH. Liquid water is not atmosphere, so is not dried.)
The game adheres to a platonic understanding of matter phases. Gas-Liquid-Solid. The rules are written in natural "idiomatic" English, and liquids and gases are not objects in idiomatic English. Only solids are objects.
If a player made this argument at my table, I'd laugh. And then they'd be wrong and we'd move on. Of course 'breathing air' means oxygen. But we don't need to get into the scientific details - the game has a concept of an amount of air only allowing breathing for so long (several relevant magic items come to mind, as does the rules around holding your breath). Air is a gas. If LTH stops gases, it's a bubble with a fixed amount of air that will only allow breathing for so long, by the game's own logic.
It's the people trying to argue gases are objects that are the ones who first resorted to real world science. If we're ignoring science arguments, gases aren't objects.