Magic item: The Bag of Strange Items, Unique.
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I wrote this up a few years back. It's basically an item very similar but more encompassing then a Deck of Many Things. It is intended for use to higher-level(or reckless) characters. Either use the bag as it is, or forget about the bag, and use only some of the new items detailed herein in your campaign.
It is possible to have the bag disappear after the drawing of 5 or so items, or have it return to a normal Bag of Holding. Lots of adventures(mini, at least) have sprung up from a drawing of the Bag of Strange Items.
Some of last year's April(fool) Dragon magazine magic items are included herein.
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This is similar to the Robe of Useful/Useless Items, the Bag of Beans, and the Deck of Many Things, combining a bit of all these, with quite a bit added in.
When Detect Magic is cast on the Bag, it radiates strongly of Alteration and Conjuration/Summoning magic. How strong this glow is depends on the number of items available in the bag, where 5 is considered, say, that of a +5 sword.Whenever items are placed within the Bag, the Bag acts like a Bag of Holding of the smallest size(250 lbs), for the first 24 hours. But 24 hours after the items are placed, they disappear, teleported to planes unknown.
When the Bag is empty after a deposit/disappearance of magic items, and if a hand is reached inside, a special item can be pulled out, as according to the table below.
One item can be initially pulled out this way, and the Bag can be recharged' by letting magic items disappear within it. Each such deposit of magic item(s) gains the Bag one extra drawing. If only magical projectiles or low-value potions are placed inside,
the next item drawn will always be a gold piece, or some other commonplace
item.This brown, black-striped bag has, on the outside, the words "Don't Panic" written and printed in large, white, user-friendly letters in 100 languages.
Roll percentile dice, and consult the table below:
1: 1 "Thank you" note.
2: 1 "IOU" note.
3: 1 "Geez, that was a shitty item" note.
4: 1 "I'll get you for that" note.
5: 1 platinum nugget, worth 1 pp.
6: 1 gold piece, with the symbol of a random god imprinted upon it.
7: 1 electrum piece, adds a bonus of +1 to the next die that the drawer rolls.
8: 1 silver piece, coined by a kingdom of long-ago.
9: 1 copper piece, with tiny diamonds(500 gp value) embedded inside.the diamonds,
are, of course, not visible upon visual examination. they also burn at temperatures
which melt copper.
10: 1 iron piece, with the formulas for a random spell written on tiny Itemed pieces of
paper hidden inside the iron piece. As per the 3rd level wizard spell, the papers
fall out and expand when the coin is thrown against a hard surface.
11: 1 platinum nugget, 1 gp, 1 ep, 1 cp, 1 ip, all normal.
12: 1 Golden Cube, 10 inches on a side, weight 120 lbs, value equivalent of 6000 gold
pieces. This cube appears normal to magical detection, but melts into
nothingness 1 hour after getting out of the bag.
13: 1 ladder, 25 ft in length and with 3 rungs.
14: 1 metal-framed window, which when placed against a wall attaches permanently
and opens into a 10'x10'x10' extra-dimensional space.
15: 1 metal-framed window, same as above except: The metal is stronger than
titanium, locked with an extremely complex lock which is just about permanently
stuck with a kender lockpick jammed inside the keyhole. A Knock will not open
it.
16: 1 ball of a strange sticky substance, which will immediately attach to the hand, and
will refuse to come unstuck under any circumstances for 3 days. The ball is 3
inches in diameter and weighs 200 lbs, and dissolves into oxygen at the end of
the 3 days, but is otherwise non-flammable.
17: 1 sheet of parchment. Radiates very strongly of Invocation/Evocation magic, but
appears blank. It is blank, but the magical emmnations will not go away unless
it's soaked in vinegar for 366 days.
18: 1 treasure map, detailing a nearby mountain and tons of treasure in a cave at the
heart of the mountain. An insane Red Dragon will be there, guarding its hoard.
Unfortunately, all treasure, except for a few copper coins, were stolen by a
party of adventurers a week back.
19: 1 Handbook to the mathematics faculty of the University of Waterloo. It is a
strange booklet with 13 pieces of fine parchment bounded in the middle by two
small metal pins.
20: 1 Rod of Godly Powers, belonging to a major power in the outer planes, who has
been looking for it for 5 years. Useless in anyone else's hands.
21: 1 Robe of Blending, as magical divination will tell. It has three patches on its
sleeve.
Red: low, 20 points of damage.
Green: medium, 40 points of damage.
Violet: high, you don't want to know.
22: 1 Ring of Spell Turning. When the command word(Raskilivus) is spoken, the ring
spells the word 'turning' in the common tongue loudly.
23: 1 Ring of Extra Ring Finger. Normally one can only wear two magical rings, and
a third would interfere with the first two, and not function. The ring of extra ring
finger, which radiates alteration magic, allows an extra ring to be worn, so that
instead of the normal two, one can wear three.
24: 1 Khopesh +1, Nine Lives Stealer.
25: 1 Vorpal Main-Gauche, +3.
26: 1 +3 Defending Whip.
27: 30 iron spikes.
28: 1 +1 Mancatcher.
29: 1 +1 Glaive-Guisarme.
30: 1 +1 Voulge.
31: 1 +1 Composite Short Bow.
32: 1 +4 Long Sword.
33: 1 manual of Daron's Book of How To Simplify Those Income Tax Forms. It's 990
pages of fine parchment, but is completely filled with numbers, letters, and
strange symbols.
34: 1 Manual of Quickness of Action.
35: 1 Manual of Gainful Exercise.
36: 1 Manual of Bodily Health.
37: 1 Manual of Golems, T-800 series 101.
Requires 18th level mage, 100,000 gp, 6 months of time, and a doctorate
degree in Computer Engineering. If no doctorate degree, cost is doubled and
time is quadrupled(considering the intelligence that these mages have). The work
must not be interrupted for more than 10 hours per day. The cost is mostly the
setting up of the lab.
Batteries not included. A limited wish will power the golem for one year, a full
wish five.
Anyone who is not a mage of less than 18 intelligence will most likely not know
the manual for what it is, and even the mage would have a fat chance in hell to
know at first glance. It resembles a small thin metallic disc, encoded in some
way. A legend lore has a 50% chance of revealing it to be a information device,
but some greater magic is perhaps needed to uncover the information.
But, anyways, this entry is just to introduce the Terminator.Terminator, T-800 101 series.
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary
Diet: Nil
Intelligence: Genius(17)
Treasure: See below
Alignment: Neutral
No. Appearing: 1
Armor Class: -7
Movement: 15
Hit Dice: 20(160 hp)
THAC0: 0
No. of Attacks: 2
Damage/Attack: 2-24/2-24 or by weapon +10
Special Attacks: Nil
Special Defenses: See below
Size: M
Morale: Fearless(20)
XP value: 20,000The 101 series of Terminators are automations of internal machinery covered by outer shells of human flesh and blood. They are indistinguishable from normal humans in outer appearance, though they tend to be imposingly large if male, coldly feminine if female. As soon as something gets in the way of their dictated missions, however, the true power of these machines is suddenly revealed.
Combat: As strong as stone golems, the T-101s normally strike at targets with their fists, for an amazing 2-24 points of damage. They are also able to use any weapon with proficiency and accuracy, with a +10 bonus to damage due to their 20 strength rating. They strike twice a round either way. If encountered randomly in the Realms, they are likely to have gathered a few magic items from previous path-crossers, for their own advantage: Ring of Protection(30%), Ring of Reneration(20%, only for the human shell), Wand(20%, random beneficial), and Other(20%, random beneficial)
If armed(60%), the weapons are likely(90%) to be magical. Roll for types via d20: 1-5(+1), 6-10(+2), 11-16(+3), 17-19(+4), 20(+5).
Due to their unique nature, most spells have no effect on them. All hold spells, charm spells, or spells that affect the mind in anyway are not applicable. Due to their extremely acute vision, hearing, and many other unknown detection methods, all illusions are also easily recognized as such. Normal fire and most magical fires have no effect except to burn away the outer covering of T-101s. Only Meteor Swarms or the extremely hot fires of Very Old or older Dragon have a chance of melting the quite
durable skeletal structure of Terminators, which is made from material similar to titanium. This material can only be damaged by weapons of +3 or greater enchantment.Cold has no effect, and lightning of 30 or greater points of damage renders them stunned for one round while they recover their senses.
The only spells that have effects on them are those that affect normally inanimate objects: Teleport, Wall of Force, Telekinesis perhaps, etc. Saving throws still apply, of course.
T-101s are never surprised, and have a -1 initiative modifier(instead of +3 for medium creatures) when striking with their fists due to their high strength and dexterity(treat as 18).
T-101s have the ability to mimic anyone/anything's voice perfectly after hearing the original voice once.
Habitat/Society: The Terminators were created by a highly technologically advanced society as the ultimate weapons to use in triumphing over those resisting its rule. Unfortunately, this society 'warped' itself out of existence when seeking too much of time travel and finding it a two edged blade.
A few terminators were sent out on missions to explore the alternate universes, and thus escaped their creator's destruction.Ecology: Terminators neither eat nor sleep, following relentlessly the mission that they were programmed to do until accomplished or they themselves perish. They are completely free of emotions, never relenting from their path. When that path leads to you, you can run, but you can't hide.
Terminators only converse/interact with other intelligent life if it suits their purposes to do so, perhaps doing something in exchange for something else.Although T-101s are able to repair themselves for 5 hps of damage each day(to the endoskeleton), they have discovered that the spell Mend acts magically to heal some of this damage(1d12+2) for them. The outer organic shell of Terminators is able to slowly repair itself if not totally destroyed, at around 4% per day.
38: 1 Manual of Lose Level of Experience. It will sppear in all respects as a Manual
of gain level of some kind, but will drain one level instead at the end of the week.
All knowledge of the book and some more will be lost at that time. The book
then disappears.
39: 1 Manual of the Secret of the Universe.
The words within are irresistable, and at the end of one month of reading, the
knowledge within will make the reader insane if he makes a save vs. death.
Otherwise he will commit suicide immediately(and be insane when he goes to
meet his god). The only cure is to remove the memory of the book from the
person's mind, perhaps via a powerful Forget spell. The book will disappear
after one perusal.
40: 1 telephone book of Gastrodandan, of the continent of Yayu, on a planet near the
vicinity of Beetleguice.
41: 1 Manual, 1000 pages, filled with the writing, "I will be good next time."
42: 1 life jacket.
43: 1 Scarab of Insanity.
45: 1 Scarab of Death.
46: 1 Scarab of Protection.
47: 3 Ioun Stones, roll randomly for type.
48: 1 chair, plush.
49: 1 chair, plush, belonging to the princess of the current(near) kingdom.it happens to
be her favourite chair.
50: 1 statue of a huge Great Wyrm Red Dragon, miniature, 3 inches long.after 20
seconds, the statuette starts to expand, doubling in size every second. After
another 10 seconds it reaches its normal size (350 ft in total length, weight 750
tons). Angered by this sudden, unexplained summoning that woke it up from its
5-year slumber, it will....
HD 23, 184 hit points, AC -11, THAC0 -7, 3 attacks, 1d10+12/
1d10+12/3d10+12, breath for 24d10+12, every three rounds, beginning the
second. Magic Resistance 65%. Spells:(usable once per day) Affect Normal
Fires(3/day), Pyrotechnics(3/day), Heat Metal, Suggestion, Hypnotism, Detect
Gems(kind, number, 100' radius), Burning Hands, Spook, Web, Strength(adds
+2 to hit/dam), Fireball, Haste( ;-), Phantasmal Killer, Polymorph Other, Bigby's
Interposing Hand(for those annoying fighters), Command, Cure light wounds,
Hold person, Fear radius 150', save at -4 or attack and damage at -2(immune
to fear if >= 23 HD). Other physical attacks include snatches, wing buffet, kicks,
etc. Mv 9, fly 30, jump 3. Intelligence 17.
By the way, to immediately stop the dragon from attacking, either have a minor
god handy or shout the words, "your mother was a lesbidragon!". The first
option has long term results. If the current surroundings are not large enough to
encompass the dragon, reroll.
51: 1 Tiban Rod. This is a length of pole 3 feet long, blunt at one end, vaguely pointed
at the other. It's 1 inch in diameter, weighing 2 pounds. It is made of an
unknown substance, which is indestructible, period. It can't be scatched,
cracked, bent, transformed, burnt, disintegrated, whatever. It does not radiate
magic, and is 100% magic resistant. The society which manufactured it was
deadened by a supernova, and the few pieces which they had created in
laboratories float around the universes.
If used as a piercing weapon, it requires its own proficiency, and is 1d6/1d4,
speed 2, size M.
Note: if it is brought in contact with a Sphere of Annihilation, the Tiban Rod will
be sucked in and be spit out the other side at 600 million miles an hour(90% the
speed of light).
52: 1 Rod of Lordly Might.
53: 1 "Peace and Happiness", the chaotic neutral holy sword: Two-handed sword
(Zweihander). 7 1/2 feet from tip to tip, 35 lbs. Requires a chaotic neutral fighter
of 18/76 strength, 16 con, 6' height, 200 lbs weight. +5 to hit and damage, speed
factor 13(unmodifiable, by dex, for example).
This sword always attacks once per round, regardless of level, specialization, or
speed potions. Detect Good/Evil, 15' radius, Detect Magic, 15' radius, at will.
Strength, adds 1d4 +2 points of strength(to 19 is one point) for a number of
rounds equal to the wielder's level div two, once per day. Wielder is 70%
resistant to mind-affecting spells. Wielder gains Free Action. Upon successful hit,
makes insane lawful good and neutral evil opponents upon hit, unless saving
throw is made at -1/4 levels of wielder.
54: 1 Deck of Many Things, 22 cards.
55: 1 Broom of Animated Attack.
56: 1 Broom of Flying.
57: 1 Helm of Comprehend Languages and Reading Magic.
58: 1 Helm of Stupidity.
59: 1 Helm of Opposite Alignment.
60: 1 Helm of Masculinity/Feminity.
61: 1 Girdle of giant strength(miniature stone giants, equivalent strength of 15).
62: 1 Potion of Speed. Quadruples the imbiber's speed for 1 hour and aging him 25
years.
63: 1 rock, 2 lbs.
64: 1 bull elephant.
65: 1 cursed -3 Long Sword.
66: 5 Spears of Backstabbing.
67: 1(one) Tarrasque.
68: 1 roll of tissue paper(Velva Soft).
69: 1 invisible Bookworm, which is gaseous for the first round.
70: 1 digital watch.
71: 1 pipe, Elminster's very favourite.
72: 1 black Staff of Power, belonging to Khelben.
73: 1 royal crown, of Azoun IV.
74: 1 extra-large Tiger. HD 6+5, THAC0 13, 52 hp, 3 ac, 1d8/1d8/1d12/(1d8/1d8)
and Not very friendly. The tiger's name is Boo-Boo, and it's Stoneskined for the
first 20 hits. It is wearing a special ring of spell turning, which reflects at 50% +
1d10*5 %, but which disappears when the wearer is reduced down to 0 or
fewer hit points.
75: 1 Bored 4th level Fighter, Kender.
Billyfister Burrfoot is magically compelled to accompany the next three
adventures with the drawer, but after that he's free to go if Billy chooses. Who is
free to go?
76: 1 Sphere of Annihilation.
This one's a fake. It's just a black magical sphere which tries to suck everything
into its center(double-strength reverse repulsion)
77: 1 iron ration.
78: 1 skin of the best wine in the realms.
79: 1 Potion of Youth. decreases by 80% the physical(and mental) age of
the imbiber. A save vs. spells is applicable.
80: 100 lbs of monosodium glutomate, in crystal form.
81: 1 chef from a tavern in Waterdeep.
82: 1 Robe of Useful Items, with 28 patches all containing large sacks.
83: 1 Rope of Climbing, which works only upside down.
84: 1 Street Car Named Desire.
It's a miniature ox-drawn wagon with 'Desire' carved into the driver's seat. It
expands when place on the ground.
85: 1 Dust molecule which slips the fingers and drops onto the ground, creating a
20'x20'x40' deep hole. 4 seconds elapses before the invisible Wall of Force,
which covers the hole, disintegrates.
86: 1 blind Beholder(too old).
87: 1 cute lil' bunny rabbit.
88: 1 Simalcrum of drawer(as per wizard spell).
89: 1 Stone of Extra Luck. Similar to the Stone of Good Luck, except that this one
grants +2/+10%.
90: 1 Halfling sized Hammer of Thunderbolts, can be used by people from 3' to 4' tall,
with at least 10 strength. It's identical to the normal Hammer of Thunderbolts in
other respects.
91: 1 pair of Elven Boots, and 1 Elven Cloak.
92: 1 Drow Chain Mail +5, Shield +3, Long Sword +4.
These all turn to dust when touched by the rays of the midday sun, and lose all
magical properties in 2d6 days if they are exposed even momentarily to it. They
also lose all their properties in 1d20+30 days if protected from sunlight, unless
they are exposed to the natural radiation of a Drow city once in four weeks.
93: 1 Flesh Golem, obeys the drawer.
94: 1 Hammer +3, Dwarf Thrower: This appears to be a standard hammer +2.
In the hands of a dwarven fighter who knows the appropriate command word, its
full potential is realized. In addition to the +3 bonus, the hammer has the
following characteristics:
The hammer has a 180' range and will cause the dwarf to be thrown like a
boomerang. It has a +3 bonus to attack and damage rolls. When hurling, the
hammer inflicts double damage against all opponents except against the dwarf
being thrown. Against him it causes triple damage.
95: 2 rolls on this table and be forced to take both.
96,
97: 3 rolls on this table, but player gets to choose which number he likes more, thereby
taking his life into his own hands.
98,
99,
00: Whatever the DM feels like(or not like) at the moment.What do you think? God any new item ideas for the Bag of Strange Items? Is it possible to increase the count to 200? Or am I dragging it already? ou may notice that not many of the items are staight-forward beneficial magic items. Well, true. This bag is intended to surprise, annoy, or inspirate, and not serve as a magic-item-shop.
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l2wang@napier.waterloo.edu