Encumbrance
Encumbrance - DN decides, rulings over rules, common sense over charts.
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Leather pouch containing bandages, salves, and splints. 5 uses.
Expend 1 use per treatment. Once per creature per encounter. Requires 10 uninterrupted minutes. If interrupted, the use is expended and the treatment fails.
If DN wants to use Exhaustion: Exhaustion occurs when a character is exposed to extreme conditions such as intense heat, prolonged exertion, or environmental punishment. Each failed CON Tough Save adds 1 level of Exhaustion. Each level reduces current HP by 1. Exhaustion levels stack. All Exhaustion levels is removed after 6+ hours of rest in a sheltered area.
It means the item does not add to your stats, caps, or bonuses.
Only does exactly what it does.
Magic, no matter how powerful, is inherently fragile. A foreign force that disrupts its pattern could cause it to collapse. Interfering magic can cause the spell to unravel, regardless of its strength. When that structure is disrupted, the spell fails - power does not protect it. Spellbreaker works on spells because disruption, not power, determines magical failure.

3 types of rolls, DN determines the TN (Target Number) or % percentage chance of success or failure.
Examples:
Theme: danger strikes, you react.
Examples:
Theme: you take action and see if it works.
Examples:
Theme: fate decides, not the character.
Removes the need for any special rule or item to cast spells. The item is your tool.
For example, if something requires an arcane focus (either by design or by DN ruling), an item with the description “Can act as arcane focus” can substitute for whatever would normally be needed - a wand, holy symbol, crystal, or similar object. This also includes spell components.
As long as you're holding this item (i.e. staff, rod, etc.), you can cast any of your spells. You don't need any other spellcasting object or component.
Once per hour, you may attempt to find the way out of unfamiliar above-ground terrain.
The hour between attempts reflects the time needed to observe the landscape, the light, the weather, and the natural patterns that help you reorient yourself before trying again.
Once per hour, you may attempt to use Cave Sense. This limit represents the time needed for the character to pause, reassess their surroundings, and study the stone, air flow, or terrain for clues. After you attempt it, you must wait one hour before trying again.
You may use the ability one time during a single scene of active danger or direct conflict. An encounter begins the moment the character enters a situation where actions matter in a focused, moment-to-moment way - such as fighting, chasing, negotiating under threat, or dealing with an immediate hazard.
The encounter ends when the danger has passed, the opposition is no longer acting against you, or the scene naturally shifts out of urgent action. When the tension drops and characters are no longer making quick, decisive moves, the encounter is over.
After it ends, the ability refreshes and can be used in the next dangerous scene. Dungeon Narrator will decide when an encounter ends so your ability refreshes. Any questions, ask your DN.