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A Dozen
Traveler Items
by Michael Hammes Requires the use of the Dungeons & Dragons
Players Handbook
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can produce per day is limited by the level of Value: 9 gp (1 gp for a standard dining kit,
its creator (2 gallons of water every 24 hours 2 gp for the gold-plating, 5 gp for the overall
per level). quality; the full service would be worth some
Faint conjuration; CL 1st+; Craft Wondrous 450 gp).
Item, create water; Price 500 gp/CL Special Rules: There are a couple of inter-
A true everfull waterskin is able to produce esting points about this particular kit. The first
unlimited quantities of water (although the is that it is extremely rare for items of such
water can only pour or be drawn out as fast as value to exist as an individual set; usually such
its spout will allow). items are part of a greater dining service (usu-
Faint conjuration; CL 1st+; Craft Wondrous ally for six or eight). Furthermore, such servic-
Item, create water; Price 2,000 gp/CL es are usually stored in chests or wicker bas-
kets; by placing the items in a leather bag
FINE BOOTS (which, by the way, does not match the set), the
owner assures that the items will be scratched.
Appearance: This fine pair of leather boots As a result, given the recent history of the
is made of soft, supple leather. They have obvi- Donnityne family, it is quite likely that this set
ously been well taken care of, for although the belonged to the second son of the Earl who ran
soles show signs of significant use, the leather away from home some two months ago to seek
of the boots show little sign of scuffing or his fortune. Since the family is still offering the
wear. substantial reward for locating the young lad,
Appraise Information: DC 12. These are one can only assume that he is still missing.
indeed excellent boots. The boots are made of
calfskin while the soles are of the highest qual-
ity cowhide leather; they look extremely com-
MYSTERIOUS STONE
fortable. Appearance: This smoothly polished
Value: 20 gp (20 gp for the boots when palm-sized stone has an arrow carved into it.
new). Appraise Information: DC 10. Its a
Special Rules: These boots are truly very stone. Perhaps it was someones good luck
comfortable and a character wearing them is charm.
able to travel further in a day than one wearing Value: N/A.
standard boots; a character wearing these fine Special Rules: The stone is actually an
boots can walk 12 hours per day before becom- infallible compass. To use it, the stone is held
ing subject to a Constitution check (DC 10, +2 in the owners outstretched palm while the
per extra hour) for forced march. owner concentrates on finding north. Then, as
the owner turns, the stone begins to vibrate the
GOLD-PLATED closer it gets to north.
Although this particular example is a stone,
DINING KIT an infallible compass can look like almost any-
Appearance: This dining kit, contained in thing, from a divining rod that pulls the hands
a leather bag with drawstring, features a plate, in the direction of north to a tip-less arrow that
cup, knife, fork, and spoon. Each of the items is balanced on a finger and always spins to
is gold-plated and has a coat-of-arms etched point north.
into it. Faint divination; CL 1st; Craft Wondrous
Appraise Information: DC 13. Obviously Item, know direction; Price 500 gp.
this set once belonged to a noble traveler, the
Earl of Donnityne to be exact as revealed by a PORTABLE HUT
successful Knowledge (nobility) check (DC Appearance: This fist-sized sphere of
17). solid yellow glass feels smooth and cool to
the touch.
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ROLE-PLAY ALERT
The value of an item like the road pass described above relies on the DM setting the prop-
er background during play. If the roads in the campaign world are treated much like our
modern highways, where anyone can get on them to anywhere, then a road pass has little
value.
However, if the roads are more like actual medieval roads, then a road pass has tremen-
dous value. Keep in mind that one uses such a road with the permission of the ruling author-
ity. As such, patrols will often question suspicious individuals or groups (and what is more
suspicious than an armed band of adventurers?), and that is if they are honest. If the patrols
are less than honest, then they often harass travelers and attempt to extort funds from them.
A road pass usually makes one immune to such treatment.
Worse are the border crossings and toll points. Here people wait for hours to pay tolls to
bored guards, often have their possessions searched, and are checked against descriptions of
known criminals (and woe to someone that matches the description). If the guards are not
honest, then there is also the matter of a bribe to consider lest the PCs find themselves cool-
ing their heels in the local jail. Again, a road pass avoids those issues completely.
Of course, the DM shouldnt simply place a road pass into the PCs hands. Rather, the
PCs should experience some of these joys of travel (and many others, such as surly town
guards, innkeepers that overcharge for lousy food and dirty lodgings, etc.) as they begin
their adventuring careers. Then, when they become more famous and they are finally issued
a road pass because they are on a vital mission, they will truly value such a treasure.
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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License, the Contributors grant You a perpetual, worldwide, royalty-free, System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
non-exclusive license with the exact terms of this License to Use, the Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
Open Game Content. material by E. Gary Gygax and Dave Arneson.
5.Representation of Authority to Contribute: If You are contributing orig- ADozen Traveler Itemss 2004 Michael Hammes, published by Ronin
inal material as Open Game Content, You represent that Your Arts.
Contributions are Your original creation and/or You have sufficient rights
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