What is considered strenuous activity in regards to a long rest?

The description for a long rest states:

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity – at least 1 hour of walking, fighting, casting spells, or similar adventuring activity – the characters must begin the rest again to gain any benefit from it.

Which of the following interpretations is correct in regards to what is considered strenuous activity?


  • at least 1 hour of walking
  • at least 1 hour of fighting
  • at least 1 hour of casting spells


  • at least 1 hour of walking
  • fighting
  • casting a spell

Personally, I think option b) is correct, because option a) allows for silly shenanigans. For example, assuming a combat encounter lasts 10 rounds – that is, 1 minute in game time – then it would be possible to have 59 encounters and still benefit from the long rest.

Smart-work location

I have been working from remote full time for months. Everyday I connect my computer to my Company network. Is there a way to hide or change my geographic location? I mean, I would like they wouldn’t know where I am. Is a VPN enough? Thanks!

What are the mechanics for hiding something that is not yourself?

How can a cleric hide a living body? asked for cleric spells that would keep the body of an unconscious but live comrade unseen.

I considered Pass without Trace, since it targets creatures with no requirement that the creatures be conscious, but then realized that if the companion was unconscious, it could not make a Stealth check, so a +10 bonus to no roll is still no roll.

That got me thinking of the larger issue of hiding things that don’t get their own checks. Hiding a conscious character (as in preparing an ambush) would be the Help action, providing advantage on the other character’s Stealth roll. But what would you do to represent a character trying to hide something that didn’t get its own rolls?

  1. Is there an established mechanism for this? (I haven’t found any). Looking for something would be a Perception or Investigation, but what would this be contested against?

  2. I am thinking this would be a Survival check, possibly Sleight of Hand for anything small enough to fit in one hand but that might presuppose active observation while trying to hide it. Thoughts?

  3. What sort of conditions would be sufficient for giving the character hiding something a circumstances bonus (advantage)? One would be abundant time…so how long?

Leomund’s Tiny Hut and Conjuration

(Leomund’s) Tiny Hut says

The spell ends if you leave its area…The spell fails if its area includes a larger [then Medium] creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it.

Interactions between the Hut, a caster capable of conjuration (eg, Summon Monster, Find Steed, Find Familiar), and a creature conjured after the creation of the hut include:

The same person casts the hut as conjures the creature:

The caster has to remain inside the hut (or else the hut is dispelled).

Creatures may not be conjured outside the hut (since the ranged casting would count as casting "though" the hut).

Creatures may be conjured inside the hut (since reaching out to the plane from which they are summoned does not count as casting through the hut?)

Creatures may be conjured inside the hut (but will dispel the hut upon arrival if they are larger than Medium or bring the total of creatures inside to more than nine)

Creatures successfully conjured inside the hut cannot leave (since they were not present at the time of casting)

A different person casts the hut as conjures the creature:

The hut-caster has to remain inside the hut (or else the hut is dispelled), but the creature-summoner (present at the time the hut was cast) can come and go.

Creatures may be summoned to the same "side" of the hut (inside or out) as the summoner, but not the other side (if summoned inside, they could dispel the hut as above). Once summoned, creatures cannot move to the other side of the hut, even if their summoner does so.


  1. Is my understanding of all this correct?
  2. What support exists for my assumption that summoning creatures to the inside of the hut while you are inside it does not count as casting through the hut? I have looked for this but not found any explicitly. I have found a lot about the Ethereal Plane mapping to locations on the Prime, but I don’t think most things are conjured from the Ether. I have seen the distinction between spells like Dimension Door not allowing travel through the hut (because of its range) while Misty Step and Teleport do. But I haven’t found any explicit support saying that drawing a creature from another plane does not count as casting through the hut.

Related: Can Dimension Door be cast into Leomund's Tiny Hut?

Leomund's Tiny Hut and familiars

Runtime for Search in Unordered_map C++ [closed]

I have come across lot of articles and questions suggesting that unordered_map is a lookup table that offers O(1) search time complexity. And I wonder how this is possible, And they say it is amortized to O(1) and worst case is O(n) for lookup. Now, even though after an extensive search I haven’t found when this lookup time hits O(n) and how actually unordered_map is implemented under the hood?

What can remove the bane effects of Elder Runes in Dungeon of the Mad Mage?

In the campaign Dungeon of the Mad Mage there are bane effects on Elder Runes that are cast like symbol. One of the runes mentions specifically that it can be dispelled by remove curse or greater restoration and the others with lingering affects say nothing. Am I to infer that these other effects cannot be dispelled and just have to wear off over time?