Zadron's Pouch of Wonders (Magic Bag)

Zadron's pouch of wonders is a magical grab bag, and inside is a great variety of magical items. It is an ordinary leather pouch with a drawstring made of silk. When found, the pouch is closed, and examination reveals that it contains a small object. To use the magic of the bag, a character must open the pouch and draw the item out. The first character to do this after the pouch is discovered becomes its owner.
Each pouch produces 1d20+10 items for its owner and then teleports away to another treasure hoard to be found anew. However, only one item from the pouch can exist at any given time. Every time an item is drawn from it, the pouch remains empty for the next day, but after that there is a 5% chance per day that another item will appear in the pouch.
When a new item appears in the pouch, the old one becomes useless and disappears, but the new one is ready for use. If an item from the pouch is destroyed by any other means, or if an item is put back in the pouch (if possible), it is replaced by a new item. (This does not apply to some cursed items; see individual item descriptions.) The 5% chance for a new item to be created is always assumed to be rolled at the start of the day in question. If a new item is indicated, it is created immediately-unless the pouch's owner is using the item, and the loss of the powers of the item then would directly endanger his or her life.
In such a case, the creation of the new item cannot take place until the pouch's owner stops using the old item. If the owner of the pouch is killed, the pouch teleports away as if it had reached its quota, and next appears (if ever) in a different treasure hoard. The pouch does not produce new items for anyone other than its owner, but the owner can allow others to use the items taken from the pouch. However, items being used by other characters disappear instantly when the creation of a new item is indicated, despite the circumstances.
The last item drawn from the pouch (the one that meets the pouch's limit) remains in existence and usable until the next creation of a new item (according to the 5% chance per day) is indicated. When this occurs, both the existing magic item and the pouch disappear. The owner of the pouch can keep any item from the pouch as long as desired, subject only to the eventual disappearance of the item.
To find what the pouch contains, roll on the table below for the type of item produced, then refer to the specific tables.
Roll	Type of Item Produced 	Table
1 	An egg 	A
2 	A glove 	B
3 	A crystal sphere 	C
4 	A rock 	D
5 	A figurine 	E
6 	A vial 	F
7 	A miniature wagon 	G
8 	A bag 	H
9 	A card 	I
10 	A piece of rope or string 	J
11 	A small box with a red button	K
12 	A wand 	L
==Table A: Eggs (Roll 1d6)==
All creatures hatched from eggs emerge in the third round after the egg is drawn from the pouch. As with all creatures conjured by the pouch, those hatched from eggs do not age.
# A copper egg from which a small, young copper dragon emerges. The dragon speaks, uses magic, and will serve the pouch owner. It can, however, only be commanded to fight for the owner three times (battles). Otherwise, it fights only in self-defense.
# A golden egg that hatches a golden-colored goose. The goose follows the pouch owner around unless forced to do otherwise, and appears to be very rare and valuable. There is a 1 in 3 chance each day that the goose becomes a living symbol of discord for one turn at a random time.
# A stone egg out of which emerges a full grown, hungry xorn. The xorn demands from 2,000 to 8,000 gp value (2d4 x1,000) in precious metal or everything the owner has, whichever is least, or else it attacks. It disappears if satisfied.
# A white egg from which issues a full-grown giant eagle. The eagle can speak the owner's language and serves the owner on the same terms as the dragon in A: 1.
# A while egg with pink stripes, out of which a highly intelligent white rabbit appears. The rabbit can speak the owner's language and will serve as a scout (or whatever) for as long as the owner desires. The rabbit is AC 6, 3 hit points, no attacks, 50% magic resistance.
# A glass egg that hatches an unseen servant (80% chance) or an invisible stalker (20% chance). Either serve as described in the corresponding spells, but duration is unlimited, except as noted above.
==Table B: Gloves (Roll 1d6)==
# A small, light leather glove that turns into a pair of gauntlets of ogre power when it is drawn.
# As B: 1, but gauntlets of dexterity are found instead.
# A glove that allows its wearer to cast a push spell, once per round, for up to six times per day.
# Anyone besides the owner of the pouch who puts on this glove immediately begins to choke to death, doing 2d4 points of damage per round. Only a remove curse, limited wish, or wish spell prevents the victim's eventual death. The glove has no effect when worn by the pouch owner.
# A glove that allows its wearer to cast one of Bigby's hand spells, except Bigby's crushing hand, once per day.
# A glove that, if used in place of a weapon, causes the wearer's fist to become a +2 weapon, does 1d4+2 points of damage per hit, and stuns (for 1d6 rounds) opponents that fail a saving throw vs. magic when hit. The latter property is effective only against creatures M size or smaller.
==Table C: Crystal Spheres (Roll 1d8)==
# A large crystal sphere that opens to reveal 1d4+1 small (1-inch-diameter) crystals that glow dimly from within. Any sound originating within 1' of a crystal is reproduced at the same volume by the other crystals, whatever their location, allowing easy communication over any distance, but not between planes.
# A large crystal sphere that opens to reveal a pair of glass balls, each 3 inches in diameter. Looking into one of them allows the viewer to see anything within sight of the other. By turning the crystal around, the viewer can see an entire 360 degrees, just as if he or she were standing where the second crystal lies. The system works both ways, allowing a creature holding the second crystal to see the original viewer. Creatures with infravision can see through the crystals using it.
# A lens-shaped crystal that allows anyone looking through it to detect invisibility as the 2nd-level wizard spell.
# Anyone besides the owner of the pouch who holds this 3-inch-diameter crystal becomes magically imprisoned inside it, but suffers no other ill effects. The imprisonment lasts until the crystal disappears of its own accord when a new item appears in the pouch.
# This irregularly shaped crystal begins to glow with a blue light whenever hostile or potentially hostile creatures are within 50', and glows more brightly as the hostile creatures get nearer. It also detects creatures like trappers, lurkers above, and piercers.
# A crystal ball 3-inches in diameter. It is usable by the owner of the pouch, whatever his or her class.
# Also a crystal ball, this item is usable by any character. However, if anyone but the owner of the pouch views a hostile creature through the crystal for 1d4+1 (number changes on each use) rounds, the viewer is teleported to the place being viewed-the crystal is not.
# A marvelous crystal that is hollow and contains small white flakes and a clear, colorless liquid. Shaking it causes the flakes to swirl in patterns wondrous to behold.
==Table D: Rocks (Roll 1d8)==
# A small stone with a word of command written on it. When the word of command is spoken within 30' of the stone, it grows into a 10' diameter boulder in one round. Speaking the word of command a second time causes it to shrink back to normal size. The boulder does not reach full size in an area less than 10' wide or 10; high. Characters and creatures can be trapped and immobilized by the expanding stone, but it does not enlarge enough to cause them actual damage.
# A pebble that turns into a stone of controlling earth elementals.
# A stone of good luck (luckstone).
# A stone of weight (loadstone)-it seems to be a luckstone.
# A brick of flying-if thrown hard, it flies through the air.
# A large hollow stone that rattles if shaken. Breaking it open reveals 1d4+1 ioun stones inside.
# A triangular piece of stone that glows with a purple light. Once the stone is touched by anyone but the owner of the pouch, the toucher cannot be rid of it until a remove curse, dispel evil, or wish spell is used, or until the stone disappears. The stone imparts 50% magic resistance to the holder, allows regeneration of lost hit points at three points per round, and effectively blinds the holder to the sight of any living and animate creatures, making the holder -4 on attack rolls and damage (and all appropriate penalties). The blindness effect does not extend to nonliving creatures such as undead or inanimate living things such as trees.
# A stone that clings to iron or steel by means of a mysterious, unseen force.
==Table E: Figurines (Roll 1d8)==
# A golden lion (only one); (see Figurine, of Wondrous Power).
# An onyx dog.
# A serpentine owl.
# An ivory goat (one, selected at random).
# A marble elephant.
# A bronze figurine of a warrior with a word of command written on the underside of its base. When the word of command is spoken, the figurine becomes a real warrior that serves the owner for up to three turns once each day. The bronze warrior has the following statistics: AC -2, 40 hit points, 6th-level fighter, Strength 18/01, Dexterity 18. The warrior uses a composite short bow +1, twenty arrows +2, a long sword +1, and a javelin of piercing. None of these items are magical in the hands of other characters.
# A jade sculpture of a palace. One turn after being drawn from the pouch the figurine starts growing, doubling in size each round until it becomes a real palace, 200' on a side and 100' tall at its apex. It will crush other structures or objects out of the way as it grows, but it will not grow while the sculpture is underground.
# A limestone figurine of a leprechaun, which immediately animates into a real leprechaun when drawn from the pouch. The leprechaun will plague the pouch owner and only the owner for the rest of the day, attempting to steal the pouch at every opportunity (without bringing physical harm to the owner). If the leprechaun can steal the pouch, the owner must catch the leprechaun within the same day (automatically retrieving the pouch in the act of catching the leprechaun), or both the pouch and the leprechaun disappear. The leprechaun disappears at the end of the day in any event.
==Table F: Vials (Roll 1d8)==
# A small ceramic vial that can hold up to 10 gallons of any liquid without increasing in size or weight. It draws or pours at the rate of 1 gallon per round, but if the vial is broken the entire contents of the vial are instantly released.
# A bottle with a label that says “Potion of.” A stylus covered with ink is tied to the side of the bottle. If the stylus is used to fill in the blank, the contents of the vial become the potion named on the label. Until then, the vial contains poison.
# When this opaque vial is opened, the one who opened it (including the owner of the pouch) instantly assumes gaseous form and is sucked inside the vial. The vial then reseals itself and flies back into the pouch. The victim can be released if a character reaches into the pouch, withdraws the vial, and reopens it. The trap ping and releasing powers of the vial work alternately in this fashion until the item is destroyed or disappears.
# An iron flask that will not be empty.
# An eversmoking bottle.
# A wheezing bottle that sucks air or any gas in and out on alternate rounds, with a capacity each time of 125 cubic feet. If the bottle is stoppered at the right moment, it can be used to store a gas for release later.
# A vial containing a potion that effectively raises any character's levels of experience for one day, with appropriate increases in abilities.
# A vial holding a potion that causes the imbiber to regenerate one hit point per turn, even after apparent death, for one day. Regeneration does not extend to magical attack forms that cause death without doing damage, such as the druidic finger of death spell; the priest spell destruction (reverse of reincarnation); or the wizard spell power word kill, to name a few.
==Table G: Miniature Weapons (Roll 1d10)==
All miniature weapons enlarge to the full size of the normal weapon within one round after being drawn from the pouch, unless the item's description indicates otherwise.
# This miniature boomerang grows into a full-size boomerang. This weapon may be only be used outdoors or in large open spaces (minimum range 30', maximum 100'). It always hits, does 1d4+1 points of damage, and returns to the hand of the thrower on the round after each hit.
# A small net that enlarges into Zadron's net of apprehending, a special version of the net of entrapment. It has an Intelligence of 25 and an Ego of 20, like a magical sword, and victims' saving throws are at-4. Its purpose is to capture thieves; when the net is thrown on a thief, the captured thief is instantly teleported to the nearest jail interested in the scoundrel. If the net gains control of the owner of the pouch or the owner of the net (if it is given away), it forces that person to use the net against any thief encountered (possibly another party member).
# A small arrow that enlarges into an apparently normal missile. When fired, this arrow never misses (although it may not hit the intended target). If a target is in range, and if the arrow comes to a corner, it turns 90 degrees and continues on its way, hitting the first character or creature it contacts, and doing 1d6+6 points of damage. Fifty percent of these arrows turn right, 50% turn left. The arrow continues turning corners to the limit of its range, until it hits something or can go no further.
# A tiny catapult with a command word written on it. When the command word is spoken, the model becomes a full-size, heavy catapult. Speaking the word a second time reduces the catapult to a miniature again. This process can be repeated.
# A small hammer that enlarges into a dwarven thrower +3.
# A sling of seeking +2, seven sling bullets +2, and one sling bullet that explodes as a 5 Hit Dice fireball, as the spell, on impact.
# A small sword that becomes a sword of dancing.
# A small sword that becomes a luck blade +1 with two wishes. The wishes cannot be used for selfish purposes, or else the sword vanishes and a new object appears in the pouch.
# A sword +1 with disarming ability; an opponent must save vs. magic when hit or drop his, her, or its weapon. An opponent that has already lost its weapon must save or lose its shield. Unarmed opponents or those using natural weapons are not affected.
# A club +1 that polymorphs its wielder into an ogre (no system shock roll required) for as long as the club is held. The wielder always retains his or her original personality. The ogre has the character's hit points, or 33 hit points, whichever is greater. The club does 1d10+1 points of damage. The polymorphed character attacks as an ogre if it has 33 hit points or less, and attacks as the normal character would if it has more than 33 hit points.
==Table H: Bags (Roll 1d10)==
# A bag of holding.
# A bag of tricks.
# A bag of useful items, similar to a robe of useful items, but the bag is usable by any class, and the items in it are miniatures, which become real items when needed.
# A bag, brown in color, which contains two sandwiches, an apple, and a cookie.
# A small sack that is found to contain a small sack. That small sack is also found to contain a small sack ad infinitum.
# A bag of devouring.
# A magic bag that no one but a dwarf can open. It contains what appears to be a worn-out leather belt, two rusty gauntlets, a cheap blacksmith's hammer, and a scroll on which are written the letters “DEEHNRRTU.” When these letters are rearranged, they spell “THUNDERER,” the name of the hammer. When this name is spoken, the hammer becomes a hammer of thunderbolts, the gauntlets become gauntlets of ogre power, and the belt a girdle of hill giant strength. If this item is drawn a second time, the name of the hammer will be different, and, of course, scrambled.
# A bag containing a suit of invisible clothing. Anyone wearing the clothing is made invisible as a ring of invisibility, but this effect is limited to persons and creatures acquainted with the wearer. To strangers, only the clothes are invisible, not the wearer. Naturally, the magic clothing does not work if the wearer also wears nonmagical clothing underneath.
# This bag is found to contain treasure. This is because it is a Bucknard's everfull purse. The money found in the purse, as well as any money produced by the purse later, does not disappear when a new item appears in the pouch.
# A bag that functions as a bag of tricks until used in the presence of an enemy. Then it becomes a bag of monster summoning; the creature it produces is a hostile monster that attacks the bag owner and his or her companions. The monster is selected at random and will be of a level corresponding to the summoner's level.
==Table I: Cards (Roll 1d8)==
# A card with a picture of the area where the pouch owner is standing when the card is drawn. Anyone studying the card intently for one round at any time afterward is teleported without error, to the place pictured.
# A card with a picture of fate holding a balance scale. The DM rolls secretly and determines whether the card holder (including the pouch owner) will be +4 or -4 on saving throws for as long as the card is held (equal chances for either). If the result is negative, the effects persist until a wish spell is used to negate the effect or until 2d4 weeks have elapsed, no matter what happens to the pouch meanwhile.
# A card with a picture of a red dragon sitting on a huge pile of treasure. Writing at the bottom of the card says, “Wish you were here. Love, Gorgo.”
# A card with a spell (level 2-7, of the appropriate class) written on it, usable by the viewer as if it were a scroll spell. If the pouch owner is a non-spellcaster, the card is blank until it is given to a spellcasting character.
# A random card from a deck of many things. All effects and results persist after the card disappears.
# A blank card in which the first viewer other than the pouch owner is magically imprisoned, becoming the picture on the card. If the card is damaged or destroyed, the victim suffers appropriately. The imprisonment lasts until a new item appears in the pouch.
# A set of 1d4+1 magic message cards. When the command word is spoken, one of these cards, if a message has been written on it, teleports to the hand of the one for whom the message is intended. An extra card (besides the 1d4+1 message cards) is provided, containing the command word and other appropriate instructions.
# A card stating, in prominent letters, that the pouch owner is wanted dead or alive by the nearest local authorities, with a picture of the pouch owner, and offering a 10,000 gp reward. When this card is drawn, 100 copies of it appear in prominent places within a 50-mile radius of the location where the pouch was opened. The copies do not disappear when a new item appears in the pouch.
==Table J: Ropes and Strings (Roll 1d8)==
# A rope that allows a rope trick spell to be cast with it, as a 10th-level wizard, once per day. Usable by any class.
# A rope of entanglement.
# A rope of climbing.
# A ball of endless string, a sphere of string 4 inches in diameter that never winds down to nothing, no matter how much string is drawn from it.
# A rope that, when thrown to the ground, animates and “dances” to the amusement of all. Lively music from out of nowhere accompanies the dance, which lasts for 1d4+1 turns. The rope can dance up to three times per day.
# A rope that, when stretched tightly across a doorway or corridor, takes on the coloration of its surroundings to 95% undetectably. When a creature tries to step across or over it, the rope animates and acts as though a druidic trip spell had been cast. Twenty-five percent of these ropes act like a snare spell instead. Only the pouch owner or the owner of the rope (if it was given away) can safely retrieve the rope if it is of the latter kind.
# This rope is unremarkable save for the fact that it constantly levitates in a vertical orientation, with the bottom end staying 3' off the ground. Up to 1,000 pounds of weight can be tied to the rope and supported. If the limit is exceeded, the rope sinks slowly to the ground until the excess weight is taken off it. It requires little effort to pull the rope and its load along.
# This rope seems like a rope of entanglement until it is used against enemies. Then it entangles the one using it (including the owner) and as many allies as possible.
==Table K: Boxes (Roll 1d6)==
These are 3-inch-square cubes of an unknown metal with a round red spot on one face. When the owner of the pouch presses the red spot, the magic of the box is activated.
# This cube acts as a limited cube of force. When the red spot is pressed a field of force goes up-roll 1d6:1-2: keeps out living matter3-4: keeps out nonliving matter5-6: keeps out magic.Charges operate the same way as with a normal cube of force. Determine one of the three effects above the first time the cube is used, and the cube performs the same way after that.
# A cube of frost resistance.
# Pressing the red spot on this cube causes it to become a 4' by 2' by 2' treasure chest on wheels. The red spot appears on the center of the lid of the chest. Pressing the spot a second time causes the chest to become a large, enclosed wagon, drawn by two draft horses, with a 4' by 5' by 2' locked compartment built in to it. The red spot appears on the center of the lid of this compartment. Pressing the spot a third time turns the wagon into a 40' by 30' by 10' stone cottage with a hearth, furniture, and a built-in stone chest of the same dimensions as the wagon compartment, with a red spot on its lid. Pressing this spot causes the cottage to become a small cube again. Pressing the red spot 3 times in rapid succession causes the item to revert to a small cube no matter what form it is presently in. Any objects not originally part of the cube, such as persons who may enter the cottage or the wagon, are left unchanged and unharmed when the item changes form. The lone exception to this is treasure placed in the chest on wheels, which remains intact when other form changes occur. Anything in the chest moves to the compartment in the wagon, or to the stone chest in the cottage, when the appropriate form change occurs. The three respective chests are wizard locked, and only the pouch owner can open them freely.
# When the spot on this cube is pressed, a set of red numerals appears above the red spot. The numerals begin with 10 and count down one number per round after that. Pressing the red spot again after the first pressing resets the count to 10, and pressing it 3 times in rapid succession (within one round) makes the red numerals disappear. If and when the count reaches 0, the cube explodes, doing 10d6 points of damage to all creatures within 10', half that amount to all others within 30', and causing structural damage equal to twice that caused by a horn of blasting. Creatures who make their saving throw vs. magic at -4 take half damage. The cube can be thrown, by hand or with a sling, but will not explode prematurely no matter what happens.
# This Pandora's box releases 4d4 hostile monsters, all of which attack the one who released them (including the pouch owner) when the red spot is pressed. The monsters' Hit Dice are selected at random by rolling 1d6, the result being the level of the monster, but on a result of 6, roll again using 1d8.
# When the red spot is pushed, all nonhostile creatures within 60' must save vs. magic at -4 or flee in panic for 3d4 rounds. This includes the box holder as well.
==Table L: Wands (Roll 1d8)==
# A wand of magic missile's with 1d4+10 charges.
# See #3.
# Any one of the following wands, with 1d4+1 charges (Roll 1d8):1: Wand of frost2: Wand of fire3: Wand of lightning4: Wand of fear5: Wand of illumination6: Wand of polymorphing7: Wand of conjuration8: Wand of paralyzation
# One of three types of wands with 11-14 charges (Roll 1d6):1-2: Wand of magic detection3-4: Wand of enemy detection5-6: Wand of secret door and trap location
# A wand that emits a gust of wind, as the spell, at a cost of one charge. It has 2d4 charges.
# A wand like one of those in (4) above, except that it acts as a rod of cancellation when its last charge is expended, affecting all magic items within a 5' radius.
# A wand that detects life (the life force) of any creature within 30', including hidden or invisible creatures, for one turn at a cost of one charge. It has 2d4 charges. It cannot detect the life force of creatures smaller than a mouse.
# This item, Zadron's wand, has 1d4+10 charges, and performs as follows: (wielder's choice) for the appropriate expenditure in charges: wall of force, as the spell, for one charge; mirror wall (described below), for one charge; disintegrate, as the spell, for two charges; and prismatic spray, as the spell, for three charges. A minor wall has the same effect as the wall of force spell, but creatures may freely pass through the wall, and only creatures on the same side of the wall as the spellcaster (wand wielder) can see it. Creatures on the other side, which is a mirror, see themselves. Magic cannot pass in either direction.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Bags