Sounds like a joke but since air Genasi do not need to breath but they are human sized, it is a serious question. I think it would be a fun moment for characters to find a bag of holding that is tied shut and when opened a NPC Air Genasi or two come out...sorry if this has been discussed before...
Since a bag of holding can hold 500 pounds and up to 64 cubic feet of volume, all that's required is to see how much space and mass the genasi take up.
Let's assume that beyond the Genasi and their equipment the bag is empty, so it has its full weight and volume capacity available. And let us assume that a Genasi with equipment weighs in at around 200 lb and take up 24 cubic feet each on avarage (6 ft x 2 ft x 2 ft) - that'd mean the bag could fit 2 genasi and still have 64-(2*24)= 16 cubic ft and a 100 lb worth of weight left before it burst due to overcapacity.
For your Air Genasi transportation needs, may I suggest a Portable Hole? You can probably squeeze 8 or more of them in there, and there's no weight limit.
I wonder if you're dabbling into the elemental slave trade or you're trying to rescue a large number of them from an oppressive government or something, but I think I won't ask. At this point, the less anyone knows, the better, right? >.>
For your Air Genasi transportation needs, may I suggest a Portable Hole? You can probably squeeze 8 or more of them in there, and there's no weight limit.
I wonder if you're dabbling into the elemental slave trade or you're trying to rescue a large number of them from an oppressive government or something, but I think I won't ask. At this point, the less anyone knows, the better, right? >.>
I am trying to create an interesting story, involving Air Genasi NPCs. So the slave idea works...but I am not quite sure exactly but I figured at some point a party will always need a bag of holding, so why not reward a party after a boss battle but add a little random encounter from inside the bag that could go well depending on how the conversation with the trapped Genasi goes...I will think about portable hole but never thought of it used as storage...(My recollection, before I read about it after writing this is that there would have to be a sealed room with them in it and the characters would have to know to place a portable hole in the correct spot. That would be an interesting message on a map or scroll...but now I will go read about the hole...(Edit) So A group of Air Genasi most certainly would eventually break free since they are allowed a strength check to break out. I wonder why not so in bag of holding? But still a fun idea.
Quick try this and tell me if it also happened to you. Not that exciting but funny: I did a "search everything" for 'Bag of Holding' and the first link brought me as expected to the Bag of holding listing. But then I did a 'Portable Hole' "Search Everything" and it brought me to the Magic Items listing not the portable hole. So the extrapljnar rift or what ever already exists...I already sent a bug report, but would love someone to confirm this for me.
...five of you and not one succeeded a DC 15 Strength check?! O.o
Or were you tricked into the bag, not knowing that each one that went in was getting devoured?
To be honest, when the adventure idea was discussed above I thought it would end (or get diverted to Astral shenanigans) by someone having a Bag of Holding when entering the Portable Hole, or vice versa.
My character was tricked into buying the wrong bag by the main villain's henchman, then 7 rolls in a row that sucked. It was a bad rolling day. Best roll against the bag was 11 with a strength bonus of +2. Mine was a total of 8. It has become a big joke among the group.
My character was tricked into buying the wrong bag by the main villain's henchman, then 7 rolls in a row that sucked. It was a bad rolling day. Best roll against the bag was 11 with a strength bonus of +2. Mine was a total of 8. It has become a big joke among the group.
Yeah, situations like that caused by bad rolls is part of the reason that I like to just "play to the crowd" as a GM / DM and then decide that if the player don't want to lose their characters or end the adventure, that they can just decide to succeed on their rolls in a certain death situation because of the "power of awesome" or some shenanigans like that. Want to take an automatic success to get out of that bag? Sure!
Want to ask if you can give yourself an automatic double 20, and kickflip out of that bag, then turn it inside out with your FEET while in midair, then pull the inside of the bag so hard that the extraplanar entity pops out too, then uppercut it back into its home dimension while swearing at it in Dwarven? Okay! If it's cool enough, it goes.
Rules are all well and good, but if they get in the way of the story I want to help tell, I just throw 'em out. Gary Stus like Drizzt and the Companions of the Lance and whatnot don't have to worry about rolling dice when they do stuff, otherwise they'd be killed in 3 rounds 1/4 of the way through the book due to rolling ones while their enemies critted. Don't get me wrong, if you don't care bout death/dying as long as the end is interesting, that's all well and good, but I also sympathize with people who have 5 pages of backstory and lots of time invested in their character and don't want to lose them, or are just too tired and lazy to make a new one.
I've seen a lot of campaigns go to epic levels of events without the corresponding epic levels of... uh... levels. Players generally have a lot of fun when awesome things happen, even if the characters are level 4, and not 19. Why wait?
I often give "stunt" bonuses for good descriptions (a habit I got from Exalted), and it usually works for the best: players are more likely to succeed in a difficult situation, and the more nuanced description gets everyone at the table more engaged.
Arcel's mention about the Companions of the Lance reminded me of the Annotated Chronicles, which has a comment from Margaret Weis about them having a lot of trouble (read: multiple deaths) during that encounter at the well with the black dragon. It was smoothed over in game, and the novel got the reworked version of that encounter.
My character was tricked into buying the wrong bag by the main villain's henchman, then 7 rolls in a row that sucked. It was a bad rolling day. Best roll against the bag was 11 with a strength bonus of +2. Mine was a total of 8. It has become a big joke among the group.
Yeah, situations like that caused by bad rolls is part of the reason that I like to just "play to the crowd" as a GM / DM and then decide that if the player don't want to lose their characters or end the adventure, that they can just decide to succeed on their rolls in a certain death situation because of the "power of awesome" or some shenanigans like that. Want to take an automatic success to get out of that bag? Sure!
Want to ask if you can give yourself an automatic double 20, and kickflip out of that bag, then turn it inside out with your FEET while in midair, then pull the inside of the bag so hard that the extraplanar entity pops out too, then uppercut it back into its home dimension while swearing at it in Dwarven? Okay! If it's cool enough, it goes.
How many 20s...,. 1: kickflip. 2: turn it inside out with feet. 3+4: god-like pulling of bag (Needs advantage since even harder) 5: uppercut. (6. crit fail for entity)
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos." Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds." Irthos Bladesinger in trouble in timberbottom (DED) (All PbP)
My character was tricked into buying the wrong bag by the main villain's henchman, then 7 rolls in a row that sucked. It was a bad rolling day. Best roll against the bag was 11 with a strength bonus of +2. Mine was a total of 8. It has become a big joke among the group.
Yeah, situations like that caused by bad rolls is part of the reason that I like to just "play to the crowd" as a GM / DM and then decide that if the player don't want to lose their characters or end the adventure, that they can just decide to succeed on their rolls in a certain death situation because of the "power of awesome" or some shenanigans like that. Want to take an automatic success to get out of that bag? Sure!
Want to ask if you can give yourself an automatic double 20, and kickflip out of that bag, then turn it inside out with your FEET while in midair, then pull the inside of the bag so hard that the extraplanar entity pops out too, then uppercut it back into its home dimension while swearing at it in Dwarven? Okay! If it's cool enough, it goes.
How many 20s...,. 1: kickflip. 2: turn it inside out with feet. 3+4: god-like pulling of bag (Needs advantage since even harder) 5: uppercut. (6. crit fail for entity)
Well, if you're playing a Mythic Fantasy game. . .
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Sounds like a joke but since air Genasi do not need to breath but they are human sized, it is a serious question. I think it would be a fun moment for characters to find a bag of holding that is tied shut and when opened a NPC Air Genasi or two come out...sorry if this has been discussed before...
Since a bag of holding can hold 500 pounds and up to 64 cubic feet of volume, all that's required is to see how much space and mass the genasi take up.
Let's assume that beyond the Genasi and their equipment the bag is empty, so it has its full weight and volume capacity available. And let us assume that a Genasi with equipment weighs in at around 200 lb and take up 24 cubic feet each on avarage (6 ft x 2 ft x 2 ft) - that'd mean the bag could fit 2 genasi and still have 64-(2*24)= 16 cubic ft and a 100 lb worth of weight left before it burst due to overcapacity.
I love this site. I do not think there is anything I could ask where I would not get the answer I am looking for. Thank you Aecius!
For your Air Genasi transportation needs, may I suggest a Portable Hole? You can probably squeeze 8 or more of them in there, and there's no weight limit.
I wonder if you're dabbling into the elemental slave trade or you're trying to rescue a large number of them from an oppressive government or something, but I think I won't ask. At this point, the less anyone knows, the better, right? >.>
This post has just given me quite the amount of inspiration...I like it haha Thank you!
Just watch out for extraplanar entities getting wind of this and sending forth several Bag of Devouring!
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"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Quick try this and tell me if it also happened to you. Not that exciting but funny: I did a "search everything" for 'Bag of Holding' and the first link brought me as expected to the Bag of holding listing. But then I did a 'Portable Hole' "Search Everything" and it brought me to the Magic Items listing not the portable hole. So the extrapljnar rift or what ever already exists...I already sent a bug report, but would love someone to confirm this for me.
Nothing like a complete wipe by the Bag of Devouring... All 5 of us... Best stupid ending to a campaign ever!
Ah, you must be one of the players...
...five of you and not one succeeded a DC 15 Strength check?! O.o
Or were you tricked into the bag, not knowing that each one that went in was getting devoured?
To be honest, when the adventure idea was discussed above I thought it would end (or get diverted to Astral shenanigans) by someone having a Bag of Holding when entering the Portable Hole, or vice versa.
My character was tricked into buying the wrong bag by the main villain's henchman, then 7 rolls in a row that sucked. It was a bad rolling day. Best roll against the bag was 11 with a strength bonus of +2. Mine was a total of 8. It has become a big joke among the group.
Oh, yes.
I've seen a lot of campaigns go to epic levels of events without the corresponding epic levels of... uh... levels. Players generally have a lot of fun when awesome things happen, even if the characters are level 4, and not 19. Why wait?
I often give "stunt" bonuses for good descriptions (a habit I got from Exalted), and it usually works for the best: players are more likely to succeed in a difficult situation, and the more nuanced description gets everyone at the table more engaged.
Arcel's mention about the Companions of the Lance reminded me of the Annotated Chronicles, which has a comment from Margaret Weis about them having a lot of trouble (read: multiple deaths) during that encounter at the well with the black dragon. It was smoothed over in game, and the novel got the reworked version of that encounter.
I'm that cat guy, and i do stuff. Youtube account: https://www.youtube.com/channel/UCGyrtkNMBOOCxyH4Eueno3w
Tabaxi Bard Level 15
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos."
Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds."
Irthos Bladesinger in trouble in timberbottom (DED)
(All PbP)
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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