(FAERIE ITEM)
A plain-looking 2' x 3' sack, made of old blue-dyed leather, and patched here and there.- reduces the weight of contents by one-hundredth
- costs l Action to find or stow objects (longer for awkward objects)
- DC10 vs Int : base check to retrieve desired item
- on a failed roll of 5 or less = random item is pulled out
- escape from bag = DC20 vs Str, Dex, Int check, once per hour
- around 5000 lbs, the bag begins to feel heavy (encumbrance)
- carrying imposes movement penalties at 10,000 lbs due to size encumbrance
The Hundredfold Bag is in truth a very old object enchanted with powerful Fae magics. Anything placed into the Hundredfold Bag weighs l hundredth of its true weight, and takes up only a fraction of its normal area.
In this way a 100 lb stone would weigh but l lb, and appear as only a small bulge. At around 5000 lbs, the sack will appear completely full, but will only weigh 50 lbs. As more items are added, the dimensions of the sack will grow irregularly. At 10,000 lbs, the sack will seem bloated and have difficulty fitting through most doors, but will still only weigh around 100 lbs.
Through a peculiar effect of its enchantment that defies reasonable explanation, the mouth of the Bag is somehow capable of fitting around almost anything, though larger objects may require some time and ingenuity to fully bag.
It's unclear when the Bag was last cleared out. When opened, it gives off a faint scent of mold or rot.
The maximum capacity of the sack is unknown at this time.
ACCESSING THE BAG:
Base difficulty for retrieving exactly what you're looking for is a DC10 INT check, though as more objects are placed inside, the difficulty may increase. A failed roll of 5 or less means a random incorrect object was fully removed from the Bag.
FROM THE INSIDE:
Objects placed in the Bag are mostly protected from outside wear and tear, though excessive rough handling of the Bag (such as throwing it off a roof, beating it with clubs, dropping a flagstone on it, etc) will translate to jostling inside the Bag, and some damage to the contents could occur. Extremes of heat and cold are still felt by those in the bag, but substantially reduced.
The interior and exterior texture of the Bag is extremely tough, and seems impervious to all but magical weapons. Nonetheless, it does appear that the bag has been damaged and patched at various points in its history, so it cannot be considered indestructible.
PLACING LIVE CREATURES IN THE BAG:
One may occasionally brush up against other things in the bag, and hear or smell other creatures nearby. It is possible to find other creatures in the bag with you, though not easy given the obscurity, disorientation, and yielding interior.
Escaping from the bag requires time and perseverence. Once per hour, someone trapped in the bag can make a DC20 Str, Dex, or Int check to make their way to the opening or one of the outer walls. However, if the opening is closed tight, further checks may be required to loosen it.
A WARNING:
The Hundredfold Bag is an artifact wrought by powerful Fae magicks. Whether by mischievous intent or chaotic impulse, the Bag's contents do not always remain stable, and items have gone missing on occasion. It is possible this is a tithe collected for using it.
In particular, when a living, sentient being spends time in the Bag, they may feel an unsettling sense of disorientation and disjuncture, as if their soul might become separated from their body, and have difficulty returning. The more time one spends inside the Bag, the stronger this feeling becomes.
Anyone emerging from the bag must make a DC15 Charisma save, or be afflicted by a random debilitating supernatural Condition for D6 x 10 minutes. On a roll of 6, the player must roll D6 again, and the effect is multiplied by that number of hours.
In particular, when a living, sentient being spends time in the Bag, they may feel an unsettling sense of disorientation and disjuncture, as if their soul might become separated from their body, and have difficulty returning. The more time one spends inside the Bag, the stronger this feeling becomes.
Anyone emerging from the bag must make a DC15 Charisma save, or be afflicted by a random debilitating supernatural Condition for D6 x 10 minutes. On a roll of 6, the player must roll D6 again, and the effect is multiplied by that number of hours.
- Frightened (of the bag, or the person responsible, cannot be around it)
- Deafened (what?)
- Exhausted +1 level
- Frail (HP maximum halved)
- Shaken (all mental saves at Disadvantage)
- Legs don't work (Prone)
- Nauseous (Poisoned)
- Blinded
- Confused (as per the spell)
- Catatonic (Paralyzed)
Once half the conditional effect time elapses, the character may make another CHA save to end the effect early. A botch on any of these saves is... not recommended.
Resale: ???
Magic: YES
Owner: KUAN (usually)
Obtained: Chapter 9 - INTO THE WEST
from Scuppo the Spriggan
Magic: YES
Owner: KUAN (usually)
Obtained: Chapter 9 - INTO THE WEST
from Scuppo the Spriggan