Help me designe an Epic Bag of Infinite Possibilities!!

Post/Author/DateTimePost
#1

fluffybunnywant2kill

Aug 30, 2010 18:37:02

For those who havent used one, a bag of infinite possibilites(BIP) is an epic bag of holding that is 10,000 years old and has accrued an ungodly amount of random stuff. reaching in to the bag a user has no idea what they will pull because they dont know whats in the bag. similar to the rod of wonder the BIP deals with items instead of effects

we are looking for more ideas and inspirations from the D&D community.
items in bag range from destructive and damaging items to tools(almost always one use only), funny gags, interesting plot twists and more

to give you and idea of how it works our current bag includes entries such as.....

>Mouse trap snaps on hand reaching into bag, lose all weapon proficiancy for day unless healchecked dc 25 then only two hours
> Halo Jump pad, deployable whenever they want, when moving over jump pad spring 50 feet into the air, no fall damage on landing. (unless fall farther, like off a cliff)
>functional witches broom fly speed 50 perfect manuverability
>twinki, after eating gain 50 lbs permanently but also gain permanent +2 con from preservitaves
>bazooka (launches one fireball cl equal to ECL plus 2d4 bludgeoning damage from shell on direct hit) make ranged touch attack
> pikachu footy pajamas, wearer makes a touch attack and for every 10' of movement while shuffling their feet they delivier a static shock that does 1d6 of damage (they also take half of that damage)
>bombomb with lit fuse, base speed 20 detonates in three rounds, chases random players untill it blows up (effect is fireball with CL of the groups average ECl)
> 2d6 rabid squirrels
>a world cup fan blasting on a Vuvuzella.  every round until they arekilled everyone takes 2d6 sonic damage (30hp no bab for fan)
> Diploma from university of pheonix  if opened user automaticly loses all gold up to 200k and gains 4 to int or wis


... got any ideas?

#2

jaelis

Sep 09, 2010 7:32:56
A dnd rulebook
#3

alitain

Sep 09, 2010 7:50:31
Check out the Deck of Many Things.  It's basically what your doing here, except you draw cards.  Though less funny.  But check it out.  There's a dragon article for the 4th version, and an article about the same time that came out that listed previous edition's DoMT, they all might give you good ideas of stuff to do.
#4

rampant

Sep 09, 2010 9:43:48
1d4 peanuts, attracts monsters of huge size.

fairy in a bottle, if opened the fairy will restore one  character with -hp to full hp.
#5

Damon_Tor

Sep 09, 2010 12:39:23
1.  Your own head, severed, perhaps a few hours old.  Your hair is cut differently, and several other details are odd.
2.  Several coins of familiar denominations and recent dates, but bearing the likeness of unheard of rulers.
3.  A small dog that is VERY happy to see you.  Treat as if under a permanent Animal Friendship ritual.
4.  You pull out nothing, but suddenly feel a great fury well up inside you.  Roll 1d10+50; the result is a page in the PHB2.  You enter the first rage on that page (you do not make the accompanying attack)
5.  A doorway.  It opens into your mother's house.  At the end of any extended rest taken at your mother's house, you gain temporary hitpoints equal to your level+5 which last until the end of your next combat encounter.
6.  A magic sword of an enhancement level appropriate to your level.  On a hit it deals damage normally.  On a miss, the target is healed by an amount equal to the damage roll.
7.  An egg, the size of a large melon.  None in your party can identify the species to which it belongs.  If you manage to carry it safely for three days, and keep it warm, it will hatch, revealing an infant of your species.  It bears an uncanny resemblance to you.
8.  A magic bow of an enhancement level appropriate to your level.  No matter what direction you fire it in, the arrow will always travel directly north, automatically targeting the first target in that direction, if any.  If you attempt to fire it directly south, it targets you.  It crits on an attack roll of 18-20.
9.  A random spell effect erupts, and you have just enough time to direct it in a desired direction.  Roll 1d10+158.  The result is a page in the PHB.  Immediately cast the first attack power on the page, using your highest ability score and an appropriate enchancement bonus.
10.  Yourself.  Until one of you dies, you have a new party member who is identical to you in every way.  You have no control over this individual, who is convinced he is the original.  He will eventually attempt to replace you.
#6

Damon_Tor

Sep 09, 2010 13:53:05
11.  A potion of ineffable purpose.  Upon drinking, roll a d6 to determine the effect.  Reversing any effects of these changes requires you or a party member to make a hard arcana or religion check attemptable once per extended rest.
effects
1- If you had been a male, you are now female.  If you had been a female, you are now male.
2- Roll 2d8+33; the result is a page in the PHB.  Your race changes to the race detailed on that page.  You lose the racial features of your old race, and gain the racial features of the new one, including racial powers, stat bonuses, skill bonuses, etc.  You keep any feats, powers, paragon paths, or other elements which had required your old race as a prerequisite, but must use your new race to make such selections moving forward.
3- You shrink to become one size category smaller.
4- You grow to become one size category larger.
5- Pick one stat: You gain +2 to that stat.  All other stats get -1
6- You melt into a slime-person.  You gain the ooze keyword, but take a -2 penalty to bluff, intimidate, and diplomacy checks.
#7

jaelis

Sep 09, 2010 14:21:45
From a book I read once:

- A regular six-sided die.  To all appearances and magic, it appears normal and fair.  However, when rolled it always comes up six.

- A metal ring with a peculiar but indefinable look about it.  If measured, it is exactly 1 inch diameter and 3 inches circumference.