What does it mean to become lost?

The DMG (p111-112) suggests that the party’s navigator make a Survival check to avoid becoming lost:

If the Wisdom (Survival) check succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes “lost.” The party’s navigator can repeat the check after the party spends 1d6 hours trying to get back on course.

(emphasis mine, to clarify to those who are confused that going “in the wrong direction” and becoming “lost” are independent of one another)

So, as this reads, three distinctive things happen if you fail the check:

  1. You travel in a random direction.
  2. You become lost.
  3. You can make a new Survival check every 1d6 hours to stop being lost.

I completely understand points 1 and 3, but it doesn’t mean anything without understanding point 2. For example, let’s say I’m using the UA Ranger. I’m not able to become lost by nonmagical means, but since there doesn’t seem to be a RAW definition, that might mean any (or all) of the following:

  • You don’t travel in a random direction when you fail the check.
  • You don’t have to wait 1d6 hours to get back on track.
  • You have traveled in the right direction, but you don’t know where you are geographically.
  • You know exactly how to get from point A to point B, even if you don’t have a map and/or you’ve never been there.
  • You can’t trigger random Terrain Encounters (as in Chapter 2 of Out of the Abyss) because they suggest that you don’t know where you’re going.
  • Thick fog, rain, darkness, and other nonmagical elements can’t keep you from finding the path.
  • You don’t make a check at all, and you benefit from all of the above.
  • Maybe something else that I haven’t thought of.

Which of these options are true? Why? I will accept an answer that confirms and/or denies all of the assumptions listed above.

Can the people who live in this maze get lost in their own maze in Tomb of Annihilation?

I hope the title isn’t so ambiguous such that it doesn’t actually resemble what I’m asking, but I’m trying to keep the title spoiler free.

So, in the Tomb of Annihilation adventure for D&D 5e, there is a location in Chult called Dungrunglung (pp. 49-52). This location includes a maze.

So, the moment the party step into the maze (which surrounds the grung settlement of Dungrunglung), the grungs "greet" them immediately and escort them to the centre, which of course means they are going through the maze with the party. On page 49, it has this to say about the maze itself, and what one may expect whilst trying to navigate it:

The maze’s passages are open to the sky and magically change configuration every minute or so, turning passageways into dead ends, and vice versa. Whichever character is leading the way through the maze must make six successful DC 15 Wisdom (Survival) checks to find the entrance to the settlement (area 2). Each successful or failed check represents 1 minute of searching the maze.

This, to me, implies that the grungs themselves can get lost in their own maze (and after apparently having just travelled through it already to greet the party). Is this true?

Is there anything that I’ve missed that might imply that, while being guided through the maze by the grungs, the (escorted) party and grungs do not get lost? Or do the party or the grungs still need to make Survival checks, potentially getting lost?

Does the DICOM file header gets lost when transferred over the network?

I am currently investigating the PEDICOM vulnerability CVE-2019-11687 where I am trying to reassemble the P-DATA DICOM fragments from a PCAP. Since the vulnerability takes advantage of writing bytes onto the header, I want to investigate this. When sniffing the network and trying to capture and reassemble the file, when sent over the network using the DICOM protocol does it loose its header and the only information is sent are the different data elements?

I obfuscated my commercial software, i lost source

A VERY bad problem.

I obfuscated my web software with srcProtector and i archieved files, i uploaded a new version of software on the website.

The problem is i forgot to copy files in a new path for backup. VERY VERY BAD!

Code looks like: obfuscated file

I tried already unPHP.

PLEASE HELP ME!! (is there any winscp undo button (reconnectect session) or any deobfuscator for this?)

How do I get players to care about the Lost Mines of Phandelver adventure?

I’m going to be running LMoP with a group mostly new to D&D. How can I get them to care about the hook enough to be interested in the story? I tried it previously with another group, but they just didn’t feel like they had a reason to care about the story. This time, I’m going to do a proper session zero, but I need advice on ways to get them to be interested in the hook.

Advice for first time DM/player with first time hero players trying the Lost Mine of Phandelver with an under-sized party

After listening to and enjoying some “actual play” podcasts I’m about to try DnD with my wife and children. None of us have played before, so after some research I’ve decided to go with the official DnD 5e starter set.

Due to a slight misunderstanding I thought that the set was fine for four players including the DM, it seems that actually it’s meant for a party of four or five plus the DM.

Given that the party will only be three strong, none of them have played before, and two of them are children I would expect them to not be hugely effective to begin with.

As DM I’m planning to help as much as I can with the rules and hints about what they can do (initially they won’t have read all the rules). But I’m concerned that as a small party they might struggle.

The kids have decided that they like the wizard and rogue and my wife is happy to play any of the remaining characters. From my research I’ve suggested the cleric for her so that they have someone with high AC and good healing.

As I haven’t played before either I’m looking for suggestions on what else I can do to get things off to a good start. Obviously I can do things like reduce the number of enemies in fights, but I assume that there are a lot of other tricks that I’m not aware of to help in this kind of situation.

Can Drawmij’s Instant Summons retrieve a lost Leomund’s Secret Chest?

Suppose that I cast leomund’s secret chest and then bind the chest itself with drawmij’s instant summons. I’ll then send it into the Ethereal Plane, and while it’s hidden, I’ll end the spell effect.

Leomund’s secret chest says that this will cause the chest to be irretrievably lost.

Finally, the question is, if I crush the sapphire after all of this, will I be able to get the chest back? Drawmij’s instant summons says the item appears in my hand regardless of physical or planar distances.