The Boonbag

The Boonbag
Wayfare (a.k.a. The Boonbag) is a backpack containing several magic items that Durnan, the Wanderer, collected over his career of adventure. Recently Durnan realized that his comfortable, pedestrian lifestyle as the owner of the Yawning Portal mean that these powerful magics were left unused. He resolved to find an adventuring party that could benefit from them, and hopefully supplement his retirement at the same time. The bidding was fierce, with the Pyrettes holding the winning bid up till the last minutes of the auction. The bag was finally won by another up-and-coming party, the Furious Five, for 65,000 gp. (60,000 of that in the form of the powerful “Lantern of Marloc”).

The bag is a Heward’s handy haversack, 2000 gp + 1000 gp for the permanent glamour—see below, 5 lb.

  • A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
    While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

This bag is permanently glamoured to appear non-magical. It is also packed to capacity with potent magic items. Durnan called the bag “Wayfare.” The rest of his party nicknamed it "The Boonbag.”

The Boonbag contains exactly 120 pounds of magic that is very helpful to wandering adventurers, including:

Survival Pouch, 3500 gp, 5 lb

  • Five times per day, you can reach into a survival pouch and retrieve your choice of one of the following items. You can draw out the same item five times in one day, draw out five different items, or produce any combination of up to five items. Each item lasts for 8 hours or until indicated below, whichever comes first.
  • Trail rations for one Medium creature for one day.
  • Two gallons of water stored in a waterskin. The waterskin disappears if it is emptied completely.
  • A tent and two bedrolls sized for Medium creatures.
  • A 50-foot coil of hempen rope.
  • A shovel.
  • A (lit) campfire (about 2 feet square). The fire can be left to burn, or it can be pulled apart to produce eight lit torches. Each removed torch lasts for 1 hour and reduces the remaining burning time of the campfire by 1 hour. If the fire is extinguished, the unburnt portion vanishes.
  • A composite shortbow (+1 Str bonus) and a quiver of 20 arrows. The bow disappears 1 round after the last arrow has been drawn from the quiver.
  • A mule with bit, bridle, saddle, and saddlebags (treat as a summoned creature, except that it will not fight for you).

Daern’s instant tent, 9000 gp , ½ lb.

  • When activated, Daern’s instant tent grows to become a 20-footsquare
    tent. The inside of the tent is always temperate in climate, as the Leomund’s tiny hut spell. Cots inside can sleep up to eight Medium creatures. The tent also features a fire pit with a smoke hole. The tent has resistance to electricity 10, fire 10, and acid 10, as well as immunity to cold.

Eternal wand, 820 gp, ½ lb

  • An eternal wand holds “unseen servant” (1 hour). Any character who can cast arcane spells can activate the wand to use the spell contained in it, regardless of whether the spell appears on his class spell list.
    An eternal wand functions two times per day.

Field provisions box, 2000 gp, 1 lb

  • When activated, a field provisions box produces a full day’s sustenance (food and water) for up to fifteen humans or five horses.
    A field provisions box functions once per day.

6 Everburning torches, 660 gp (110 each), 6 lb (1 each)

  • This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.

Spool of endless rope, 1400 gp, 1 lb

  • A spool of endless rope holds an unlimited amount of the finest silk rope. To use a spool of endless rope, you feed out as little or as much rope as desired, up to a maximum of 500 feet at any one time. When you are finished with the rope, you can simply wind it back onto the spool. (Feeding out or rewinding requires 1 full round action per 50 feet of rope.)
    The rope can’t be entirely separated from the spool, though it can be cut or broken like a normal silk rope. Any portion of rope cut away from the spool disappears instantly.
    Rope from a spool of endless rope can be spliced or knotted together with another rope (including one from a second spool of endless rope), but it can’t be wound back into the spool while so attached.

Infinite scroll case, 2800 gp, 3 lb

  • An infinite scrollcase holds up to fifty scrolls or other parchments, which can be placed within it or removed as with any normal scrollcase. When you activate an infinite scrollcase, the desired scroll unfurls through the slit, ready to read or cast from.
    When you cast a spell from a scroll unfurled from an infinite scrollcase, you gain a +4 competence bonus on Concentration checks made to cast that spell defensively. If you have at least a +1 base attack bonus, you can retrieve a scroll from an infinite scrollcase as part of a move action, similar to drawing a weapon.

Stone of alarm, 2700 gp, 2 lb

  • This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).

Bottomless coin purse, 320 gp, 2 lb

  • This is a custom-made item for Durnan. The bottomless coin purse always feels like it has a hundred or so coins in it—even when it is empty. It can, however, hold 40 lbs, or 2000 coins, similar to a small bag of holding. It has the ability to make exact change (if possible) as a standard action.

Horn of plenty, 12000 gp, 2 lb

  • Once per day, you can blow a horn of plenty to create a heroes feast, as the spell, for twelve participants.
    Heroes Feast brings forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8+6 temporary hit points after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
    If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Folding boat, The “Moxie”, 7200 gp, 4 lb

  • A folding boat looks like a small wooden box—about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship.
    In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease.
    A third word of command causes the boat or ship to fold itself into a box once again.

Sphere of awakening, 1800 gp, 1 lb

  • A sphere of awakening allows you to silently rouse your allies from slumber, even if magically created. When you activate the sphere, all allies in a 60-foot radius burst are immediately awakened from sleep (whether mundane or magical in origin). In addition, any fatigue or exhaustion affecting you and those allies immediately ends. Furthermore, you and all affected allies gain immunity to fatigue, exhaustion, and sleep effects for 10 minutes after the sphere is activated.
    A sphere of awakening functions once per day.

6 Magic Bedrolls, 3000 gp (500 each), 36 lb (6 each )

  • A magic bedroll grants you a comfortable and peaceful night’s sleep. As long as you lie in it, you gain the benefit of an endure elements spell. After sleeping for 8 hours in the bedroll, you recover 1 hit point per character level, in addition to the hit points you recover normally. Getting into or out of a magic bedroll is a full-round action.

6 Everlasting feedbags, 4800 gp (800 each), 6 lb (1 each)

  • When you place an everlasting feedbag around the muzzle of a horse, donkey, or other equine animal, suitable feed fills the bag and is continuously replenished until it is removed from the animal. Any uneaten feed disappears at that time.
    An everlasting feedbag can be used once per day.

Drake Coffer, 10000 gp, 50 lb

  • This is another unique magic item that Durnan had built. It functioned effectively as the “locker” for his party members. The Drake Coffer is a small metal box that functions in a similar way to a bag of holding. It was crafted with 6 Keys: Silver, Gold, Platinum, Copper, Brass, and Bronze. Each key opens to a unique extra dimensional space, that can hold approximately 200 lbs of material. (1200 lbs total)

Tome of Worldly Memory, 1500 gp

  • A tome of worldly memory allows you to call upon the secret memories of the world to aid you in unlocking forgotten knowledge. By studying the book for one minute, you gain a +5 competence bonus on a single Knowledge check. The tome functions three times per day. If you have at least 5 ranks in the Knowledge skill in question, you need only peruse the book as a standard action to gain its benefit. (Corwin received this book as a parting gift from the mysterious Kleio. He knows no more of the history or origin of the book than he does of the woman herself. After taking a “Vow of Poverty”, he donated it permanently to the Boonbag. Although Corwin makes no claim of ownership, he still smiles every time he sees it.)

The Boonbag

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