What’s in the Bag? 2: Electric Boogaloo

A mule wanders down a mountain trail alone, walking away from a known adventure location and toward town. What’s in its saddlebag?

1- The severed heads of a dwarf, elf and halfling. Each wears an earring, shaped like an owl.

2- A bag of 1,000 gold pieces. Three hours after they are spent or given to someone, they will vanish.

3- A bag of orange moss that cures disease when eaten. It also turns the eater bright orange for two weeks.

4- The chicken can talk, but it has only a chicken’s experience from which to draw. It can grant a minor wish, but the wish must be related in terms a chicken can understand, and will be granted in light of how a chicken sees the world.

5- A map leading to a library of inaccurate maps. Also, enough golden rings for all but one of the party members.

6- A large and ridiculous hat, folded and carefully tucked into the bag. When worn into any town or city, the residents will immediately make their own hats after the same fashion. This hat trend will last for one week after which the townspeople will angrily reject the hat trend and resent the original wearer (even if he or she has abandoned the hat as well).

7- Two small nuggets of adamantine (or mithril) ore. There are no adamantine deposits within a thousand miles, however.

8 – A brass horn, which can be played expertly by anyone who attempts to use it.

9- Seven ancient scrolls which contradict and in fact disprove the area’s prevailing faith. They cannot be destroyed by less than magical means by a 9th level or higher spellcaster.

10 – The battle flag of an ancient, long-gone empire. Within 2d12 days, 100 skeletal warriors will come to claim it.

11 – A Wandering Monster. That is, a monster from the random encounter table of the last adventure. It will climb out of the bag and if not attacked, will wander off.

12- Snakes… Why did it have to be snakes? (3d20)

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What’s in the Bag?

A young woman’s corpse lies just off the side of the road and the party spots it. On closer examination, the party sees that her arms still clutch a bag to her chest.

What’s inside?

1- An infant’s skeleton with the skull of a pig. At night it crawls toward the nearest priest.

2- The queen piece of a chess set. This one will permanently change the gender of any male monarch who touches it during play. It appears to be worth 10,000 gp.

3- Ear bats, 2d8 in number. They resemble winged monkfish and eat the ends off pointed ears (especially elf). Stats as large bats with the ability to cast sleep spell once/ day as a level 2 mage.

4- A breeze blows from the bag when it is opened. There is no magic aura on the bag.

5- A large tangle of yarn. If the yarn is knit or woven, it will form minor noble from a faraway land.

6- A steel helmet fashioned in the shape of a bull. Anyone wearing it cannot get lost, always knows where north is and, after a week of daily use, will not willingly take it off ever again. That person will not eat and eventually grow emaciated. From then on, that person can only eat humanoids.

7- A sentient number 7, appearing as seven small tin ingots. The number seven should then appear in strange places for the rest of the adventure. (any random number of monsters, jewels, etc. will be 7)

8- A bundle of blankets carrying a disease that kills by causing uncontrollable laughter. It is also spread by the sound of laughter. Victims make one save every turn. 3 consecutive blown saves kills. Lasts 2d6 hours or until cured.

9- A small chimera. 50% chance infant, 50% chance to grow into full size in 1 round if released.

10- A poorly written account of a girl who falls in love with a merman living in a nearby body of fresh water. He loves her as well, although his kin want to kill her and use her upper half to make a mermaid. The corpse is the girl and the account is true, but leaves out the other contender for her affection, a reverse merman.

11- The corpse and bag are a single living creature. The bag is the mouth. It will negotiate with more powerful opponents if it cannot eat them.

12- A 30 lb. owl bear hairball. Considered an aphrodisiac. Worth 100,000 gp if players can find someone to fence it (treat this as a burden by making it illegal, or have many npcs try to steal it, have the local apothecary guild come after them; it was en route to it’s owner, a powerful man with no heir…)

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