[RPG] How to player characters get by with daily necessities during a delve into Hell

campaign-developmentdnd-5eplanesworld-building

Recently, one of my players (a barbarian) had to make a pact with Lady Fierna of the 4th to avoid losing one of his friends. He agreed to offer his soul to the disposal of Lady Fierna after he dies in exchange for his friend's life. That friend happens to be a paladin of Bahamut.

After the session ended, I heard the players talk about what happened and what a mistake the barbarian made. The players decided that they want to find a way to delve deep into the nine layers of Hell and find a way to make sure the Barbarian's soul won't be a part of Hell after he dies. They plan to either make a new deal with Fierna or kill her.

However… how can I have Hell accommodate these characters over the long term without them needing to go in and out of Hell on a daily basis? They'll need to find food and water, to buy arrows and other items, and I think they'll need to find rest and lodging and be able to do other generic stuff they'd be able to do in town. But how can they do that?

My party consists of level 2 characters and they are: Barbarian of Thor (now of Fierna), Paladin of Bahamut, Ranger of Artemis, and Rogue of Lolth. We're playing in the Forgotten Realms setting of 5e.

I have a lot of supplements but they're all for D&D 3e and 3.5e. This is my first time running D&D 5e.

Best Answer

The Ranger can take care of the food

The goodberry spell, cast once per day, will provide at least enough food for your party. That means that the Ranger has to have chosen that spell, and burns one each day to keep the party fed. There is an opportunity cost to this: at second level, that's one of two spell slots per day that a Ranger has to use for that purpose. Even as the adventurers gain levels, it's a resource.

Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. (PHB, p. 246)

You could instead make part of this adventure a challenge to their survival skills, and apply the foraging rules ...

Water can be via your DM adjudicated foraging rulings

Part of the challenge in the Out of the Abyss published adventure is the party's ability to forage in a difficult area. If you don't want to create entire levels of Hell, all you have to do as a DM is to choose a Foraging DC, and allow the players to try and forage for the water (A Wisdom (Survival) ability check). Those characters with the Survival skill proficiency will have better chances to find water than the others. Using the "help" action should give one of the characters advantage in finding water. There is a related question about foraging in such a setting, and another question about foraging challenges for the Tomb of Annihilation adventure that you may find useful.

The guidance for foraging is in the DMG, p. 111.

\begin{array}{ll} \textbf{DC} & \textbf{Food and Water Availability}\\ 10 & \text{Abundant food and water sources}\\ 15 & \text{Limited food and water sources}\\ 20 & \text{Very little food and water sources}\\ \end{array}

Camping out for rest; do they really need lodging?

The rest requirements don't by default require lodging; the game does not assume that each night an adventuring party rests in "lodging." They are just as likely to "camp out" in the outdoors. You can provide lodging options in the various layers of the hells if you like, and since they are infernal a given lodging area can be a small adventure in itself.

Combat Resources

This is in your hands, and it may not be that big of a problem unless you want it to be one. The party needs to do some planning if they intend to take an adventure into Hell.

  1. Arrows. Typically, after shooting arrows, the ranger can try to collect or retrieve some of the ones he shot.

    • The ruling I have seen most often is "you can recover half of the ones you shot during this combat."
    • You can also make a quiver of arrows a treasure/thing to find as part of an encounter.
    • The party needs to pack a few extra quivers full. Have the barbarian carry an extra quiver full as part of his burden.
    • The mend cantrip can be useful in conserving and repairing arrows and other items used. (thank you @PhilBoncer for the comment)
  2. Torches: foraging for the materials can provide for torches or perhaps they aren't available.

    • Hell can be lit by infernal fires, so torches may not even be necessary.
    • Various animals/creatures have glowing glands to harvest. You can place some giant fire beetles in various layers of the hells.

      • A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. (MM p. 325)

    • Some mushrooms/fungi in the Underdark glow; various glowing flora like this can be found in the hells (via foraging) if you choose to place them in specific parts of, or all, layers of the hells.


      You decide.

The DM's tactical use of a Bag of Holding

One last point: you, the DM, decide when magic items are awarded. As a precursor to this adventure, you may wish to run an adventure that gets them to the River Styx (DMG p. 64, the normal way to get into the hells). Along the way they find (after an encounter) a Bag of Holding. That will allow them to pack any number of mundane items for this trip.

Depending upon how long this adventure lasts ....

Currently you have four 2d level characters:

  • Barbarian of Thor (now of Fierna); Paladin of Bahamut; Ranger of Artemis; Rogue of Lolth.

  • When the Paladin reaches 9th level, the spell create food and water becomes available and solves the food and water problem, at the cost of a daily use of a 3rd level spell. It creates:

    ... enough to sustain up to fifteen humanoids or five steeds for 24 hours. (PHB, p. 229)