Can a character/creature escape the Negative Plane without its Nightwalker being lured back to that plane?

Background: Character of approx 9th level is attempting to find something hidden in the Negative Plane. They will not have access to spells of 3rd level and higher, let alone 7th level and higher that allow for planar travel to escape the plane and so my main concern is the bag of holding effect created when placed inside an extradimensional space. However, I have included a partial description of the Astral Projection spell for two reasons, 1) because similar to the bag of holding effect it leads to the Astral Plane (albeit with the silver cord at first) and 2) to make the question more general to characters with access to higher level spells.


In MToF pg 216 included in the description of Nightwalkers is the following:

Mighty Spawn: One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into the Shadowfell in a place where the barrier between planes is thin. Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or harnessing some rare form of magic that protects against the hostile atmosphere. They soon discover, however, that they can’t leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape.


The description of the Bag of Holding in DMG pg 154 includes the following:

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one way and can’t be reopened.


The Astral Projection spell in PHB pg 215 indicates the following:

You and up to eight creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane).

later in the same description:

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane.

(NB: I am ignoring that the Astral Plane does not have portals to any plane, rather just the Outer Planes, Material Plane, and Ethereal Plane as getting to the echo or inner planes is of secondary concern)


I understand that Gate and Planeshift spells can also be used to travel to other planes and would apply. I do not believe the Etherealness spell would apply, as while the Negative Plane clearly borders the Shadowfell and the Shadowfell borders the Ethereal, it is not clear to me that it can be concluded that the Negative Plane borders the Ethereal.


Accordingly, can a character/creature escape the Negative Plane without its Nightwalker being lured back to that plane?

How can I have a villain restrain PCs in an “intelligent” way without killing or disabling some or all of them?

The party got captured during a showdown with a major villain at the end of the last session: three of them died and the survivor got trapped while trying to flee the dungeon.

All four of them can cast spells, and the villain saw them doing so during the fight. He also saw that two of them have magical companions (it’s 5e D&D, they are an Imp familiar and a Ranger’s Primal Beast) that they can summon to help. He’s a spellcaster himself, so he’s intelligent and he’ll be aware of the capabilities of an Imp familiar, which is a handy companion to have when you’re planning an escape.

He doesn’t want them dead: he wants to send them as slaves to the even more-major villain that he’s working for.

As a clever person, aware of the escape risk posed by spellcasting characters with magical companions to help, I can’t see any reason why he wouldn’t just kill the two with companions and keep the other two bound and gagged, or even unconscious, until they’re at their destination.

But this is a game, and we’re here to have fun, so I’d prefer that not to happen. I’d prefer they weren’t even gagged so they can, at least, hatch an escape plot. I’d also prefer not to have a deus ex machina solution, such as a rescue party arriving, for the same reason as it robs the PCs of their agency. It’s more fun to come up with a plan yourselves. Ideally, I’d also prefer not to fall back on a tired old trope like "the villain is so arrogant he ignores your magical powers and leaves you unbound".

Are there some good ways I can give the players a fighting chance in this situation without making my villain look like an idiot, or taking away their agency?

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Solve an equation in mathematica without replacing the value of the parameter

Suppose I want to solve a simple equation in mathematica x-a=0.So I am writing the mathematica code for this as below:

Solve[x - a == 0, x] 

So the output will be as below:

{{x -> a}} 

Now suppose I have assigned a value for ‘a’ beforehand and then want to solve the same equation.So my code will look like below:

a = 1; Solve[x - a == 0, x] 

And the output in this case will be like below:

{{x -> 1}} 

Now if I want an output in this case as {{x -> a}},what modification should I do in my code ?

Note: Clear[a] will work,but I don’t want to remove permanently the assigned value to a

Acquiring a spellbook without being a Wizard

Is there any way for an arcane spell-casting class other than wizard to obtain and use a spellbook without multi-classing into wizard?

I’m interested in this because a campaign my group is currently playing is in the process of switching into 5th edition from Pathfinder. I’m currently playing a Magus and (tentatively) switching into Fighter (Eldritch Knight). Problem is magical research is a large part of the character’s fluff and I’m not sure how to do that as a spontaneous caster.

Conditions:

I don’t want to drop the swordplay (I dual-wield with the War Caster feat), I’d like to have access to the spell Misty Step, and evocation spells at the very least. I’m not beyond dropping Eldritch Knight, though this seems to be the best fit so far for other fluff-related reasons. Bottom line: I’m a gish.

I’d also like to avoid Divine classes, as they don’t fit the fluff of the character.

Options I’ve considered:

I’ve already picked up the Ritual Caster feat, so I can expand my library of spells that way (though only those tagged as rituals). I’m also aware of the Magic Initiate feat but this doesn’t grant a spellbook. I could go wizard and gear myself towards physical combat, but that is obviously not an optimal choice. Multi-classing is also out, more so out of personal preference than anything; I’m not going to write it off completely, though. (I’m still interested in finding a method that doesn’t involve wizard levels.) In the end, flavour is more important than optimization.

After taking a look at Warlock (with Pact of the Tome and the invocation Book of Ancient Secrets) I don’t see much difference between that and the Ritual Caster feat. They both grant a book, but only allow Rituals¹. As a Human character the feat is much easier to pick up than investing in a 3 level dip that weakens my main class.


Note: I’m aware that, without the DMG, this may be a bit pre-emptive. I won’t be accepting any answers (unless there is a definite, by-the-book, answer) until after it’s released.


  1. Player’s Handbook, page 110, “Eldritch Invocations”, “Book of Ancient Secrets”, emphasis mine:

    On your adventures, you can add other ritual spells to your Book of Shadows.

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I’ve currently got a live website which is set up with it’s SSL cert being provided by cPanels AutoSSL feature. I’m going to be moving my website to a VPS that is provisioned by Laravel Forge and set up to use Let’s Encrypt for SSL certs.

On the new server, I cannot activate the Let’s Encrypt certs because my domain is not pointing at those new servers. However, if I point my domain first, then I run the risk of users hitting my website without a valid SSL cert and seeing a warning about the site being insecure.

Is there some way I can avoid this situation – perhaps by transferring my existing cert to the new server or somehow setting up my Let’s Encrypt cert despite the fact that my domain is not pointing at the new server yet?

I would like a seamless transition where I point the domain at my new server and it already has a valid SSL cert so my users aren’t seeing security warnings.

Thank you!

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I am using Advanced Shipment Tracking plugin from Zorem and I want to include only tracking information in complete order email without order details but I can not separate them while editing "astra/woocommerce/emails/customer-completed-order.php." but they both are under the action " do_action( ‘woocommerce_email_order_details’, $ order, $ sent_to_admin, $ plain_text, $ email );" I wanted to know how can I just keep the tracking info without order details. Thanks

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Is incorrect what Thirsting Blade affirms that would be the rule without it? [closed]

By RAW:

"Thirsting Blade

Prerequisite: 5th level, Pact o f the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn."

So, by RAW: If it says "instead", then otherwise (A.K.A. without that eldrich invocation) the rule would be: "You can attack with your pact weapon once whenever you take the Attack action on your turn."

But the "original" rule is not this, you can’t "attack with your pact weapon once whenever you take the attack action", actually, you can attack with your pact weapon once when you take the attack action AND choose to attack with your pact weapon. So, is incorrect what that invocation affirms that would be the rule without it?

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