TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
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  By 
  By 
  By 
  By Liz Smith
  Liz Smith
  Liz Smith
  Liz Smith    
  
   
  Rite Publishing Presents: 
   
   
  #30 Portable Rooms 
   
   
  AAAArchitect
  rchitect
  rchitect
  rchitect    (Design): Liz Smith    
  Project Manager
  Project Manager
  Project Manager
  Project Manager (Editor): Robert N. Emerson     
  Interior Designer
  Interior Designer
  Interior Designer
  Interior Designerssss    (Artists): Public Domain  
   Intern
  Intern
  Intern
  Intern (Development, Layout, and Publisher):  
  Steven D. Russell    
   
  We shape our buildings; thereafter they shape us. 
   — Winston Churchill  
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  #30 Portable Rooms, Copyright © 2012 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license. 
  
  1 
   
  To Qwilion of Questhaven, Greetings! 
   
  In response to your request for information about 
  Wyrist Spellweaver, more commonly known as the 
  Wandering Wizard, I have gathered information on his 
  thirty best known creations and enclose it herein. 
   
  You must understand that though Wyrist traveled 
  constantly and lived from his tiny caravan, he desired 
  as many rooms and dwellings as any wizard with a 
  grand tower, or any king with a palace. At the same 
  time, he had no wish to appear to have riches and 
  attract 
  the 
  attentions 
  of 
  robbers 
  and 
  other 
  undesirables. His creations therefore tend towards 
  appearing cheap, trashy, and even whimsical at times. 
  This of course does not mean the rooms they lead to are 
  light or even lighthearted. His Sphere of Torment may 
  appear to be a child’s clay marble, but its interior and 
  the results he achieved there would not be out of place 
  beside a torture chamber. 
   
  Sincerely 
  Corran ‘Lightfinger’ Dinnalt 
   
  Belt of Winding Paths
  Belt of Winding Paths
  Belt of Winding Paths
  Belt of Winding Paths    
  Aura moderate divination; CL 7th 
  Slot none; Price 2,500 gp; Weight 2 lbs. 
  Appearance 
  This black leather belt (hardness 8, hp 15, break DC 23) 
  bears two lines of star-shaped studs winding down its 
  length. If coiled and tossed into the air, it expands into a 
  2 1/2 ft. wide spiral ramp climbing to a grey wooden 
  door. Behind the door is a domed observatory with two 
  telescopes; one of pale golden birch designed for direct 
  observation and one of dark red mahogany with a crystal 
  ball fixed where the eyepiece would normally be. 
  Description 
  Looking through the birch telescope causes the viewer to 
  see flashes of random scenes from her past or future, 
  causing the viewer to make a Will save (DC 11) to avoid 
  being confused for 1 round. If the viewer saves 
  successfully, she gains a +1 competence bonus on a 
  single attack roll, saving throw, or skill check taken in 
  the next 24 hours. She must choose to use the bonus 
  before making the roll to which it applies. 
  Looking in the crystal ball attached to the mahogany 
  telescope gives a glimpse of a random plane, identifiable 
  with a DC 15 Knowledge (planes) check. A DC 25 
  Knowledge (planes) check allows the viewer to tune the 
  telescope to a plane of her choice. For each hour of 
  studying the planes, she may add a +1 circumstance 
  bonus to the next Knowledge (planes) check that she 
  makes, to a maximum of +4 after four hours. Additional  
   
  Ge
  Ge
  Ge
  Gene
  ne
  ne
  neral Properties of
  ral Properties of
  ral Properties of
  ral Properties of    Portable Rooms
  Portable Rooms
  Portable Rooms
  Portable Rooms    
   
  Unless otherwise stated in a room's description, it has 
  the following properties: 
   
  - Activating one is a standard action, as is deactivating 
  one. Deactivation must take place from outside the room 
  being deactivated. Objects and creatures inside a room 
  at the time of deactivation are harmlessly expelled to the 
  nearest unoccupied space. 
  - Any creature that encounters an activated entrance 
  may enter. Entrances easily accommodate creatures up 
  to Large size. Huge creatures may enter, but are 
  considered to be squeezing the whole time that they are 
  within the room or entrance. 
  - The room blocks sight and sound from travelling 
  between the exterior and interior. If outside a room, 
  only the entrance is visible, and it must be entered to see 
  any activities or occupants. If within a room, the only 
  view through the entrance is that of a thick, silvery fog. 
  If viewed or interacted with from behind, an entrance 
  has the appearance of a sheet of slick, polished, 
  obsidian, and acts like a wall of force. Spells (including 
  divination spells), gaze attacks, and breath weapons do 
  not pass through the entrance in either direction. 
  - Rooms left activated automatically deactivate after 12 
  hours.  
  - If subjected to antimagic or dimensional lock, the 
  rooms automatically deactivate (if active) and the items 
  become non-functional for the duration of the effect. 
  - An item can be stored in an extradimensional space 
  with no ill effects, but cannot be activated within one. 
  Likewise, items (including other portable rooms) using 
  extradimensional space may safely be brought into a 
  room, but do not function there. 
  - If an item is destroyed, the room is also destroyed, and 
  its contents spill out into a random location in the Astral 
  plane. 
   
   
  study after the four hours are up has no effect until 24 
  hours after the check has been made. 
  History 
  DC 10: According to legend it was stolen from under the 
  noses of two rival factions (both claiming that they were 
  the only ones with a right to it) by a lone amateur 
  collector and secured in a private library under guard. 
  The collector vanished into obscurity a few years later. 
  DC 20: Wyrist made this originally for a paranoid prince 
  who wished to see everything that would happen to him. 
  On testing it out, he saw a glimpse of himself, handing 
  over the belt of winding paths and being killed by the 
  prince so that he couldn’t recreate it for anyone else. 
  Wyrist quietly took it with him on his travels, and left 
  
  2 
   
  before the prince could discover what he had done or 
  where he had gone. 
  Construction 
   
  Requirements Craft Wondrous Item, guidance, 
  scrying; Cost 1,750 gp 
   
  Black Arrow
  Black Arrow
  Black Arrow
  Black Arrow    
  Aura moderate conjuration (creation); CL 7th 
  Slot none; Price 3,000 gp; Weight 3 lbs. 
  Appearance 
  This battered horseshoe (hardness 15, hp 30, break DC 
  26) has the two halves of a broken arrow bound to the 
  open ends to make a crude standing shoe scraper. The 
  whole construction has been painted black, although 
  some of the paint has flaked off to reveal rust beneath. 
  Description 
  Setting the black arrow on the ground and giving the 
  command word causes it to swell into an arch tall 
  enough for a mounted rider to pass easily through. 
  Through the arch is a fully equipped stable with room 
  and storage for 10 large creatures or 5 huge creatures. 
  Unseen servants do the work of feeding and tending the 
  occupants though the owner has to provide the feed. In 
  addition all creatures within the stable benefit from a 
  mutual speak with animals effect. Giving the command 
  word a second time deactivates the room, but does not 
  expel any creatures inside the stables at the time or any 
  feed stored in the provided feed bins. 
  History 
  DC 10: Appropriated by a druidic sect that believes 
  animals have as much right to free speech as sentient 
  creatures do, the black arrow has spent the last few 
  years sat before the altar in a druidic grove. 
  DC 20: Wyrist liked to use animals as his spies and 
  messengers. In these stables, he would give orders to the 
  horses, cats, dogs and rats that helped him, and receive 
  their reports. 
  Construction 
  Requirements Craft Wondrous Item, secure 
  shelter, speak with animals; Cost 1,500 gp 
   
  Blade Boots
  Blade Boots
  Blade Boots
  Blade Boots    
  Aura faint conjuration (creation); CL 5th 
  Slot feet; Price 2,000 gp; Weight 3 lbs. 
  Appearance 
  These silvery-blue boots (hardness 2, hp 10, break DC 
  15) appear to be made from the skin of a giant fish and 
  come with dagger-sheaths sewn into the outside leg 
  seams. 
  Description 
  The dagger sheaths give a +2 bonus to Sleight of Hand 
  checks to hide daggers in them. Stamping a booted foot 
  on the ground as a swift action creates a deep footprint 
  that rapidly swells to a 10 ft. by 5 ft. pond full of fish. 
  Any creatures standing in the area of the pond when it 
  swells must make a Reflex save (DC 13) to jump to safety 
  and the pond stays in existence for a maximum of 2 
  hours a day, which may be divided into half hour 
  sections. Studying the different fish in the pond for 1 
  hour gives a +2 insight bonus on Survival checks and 
  during the study time, a standard Survival check 
  determines how many fish may be caught and eaten that 
  day. Fish not eaten the day they are caught rot away into 
  foul smelling slime.  
  History 
  DC 10: Currently worn by the captain of the Stalking 
  Lion mercenary company, the blade boots are used to 
  provide food on the journey from the company’s 
  hometown to the place they have been hired to fight, as 
  well as during sieges. 
  DC 20: With the fresh fish often used as a reward for his 
  animal spies, Wyrist liked to wear these boots in and out 
  of the stables, although not on the road as he always 
  claimed they made him look too wealthy and being held 
  up was a waste of time and spells. 
  Construction 
  Requirements Craft Wondrous Item, create food 
  and water, create pit; Cost 1,000 gp 
   
  Bladed Quill
  Bladed Quill
  Bladed Quill
  Bladed Quill    
  Aura moderate conjuration (summons); CL 10th 
  Slot neck; Price  10,000 gp; Weight -- 
  Appearance 
  This brass pendent (hardness 10, hp 10, break DC 26) is 
  in the shape of a crossed dagger and feather with a loop 
  at the cross-point to take a chain or leather thong.  
  Description 
  Tapping the feather three times with a finger as a move 
  action causes the loop to swell into a full sized arch 
  leading into an armory full of empty weapon racks and 
  armor stands. Tapping the dagger three times as a move 
  action deactivates the room, but only expels objects left 
  loose within it. Objects stored in the weapon or armor 
  racks remain within the room. 
   
  Quivers and bullet pouches left in the armory for 24 
  hours refill with mundane ammunition. In addition, if 
  the owner is wearing both the bladed quill and armor, 
  he may as a standard action send his armor to the 
  armory by force of will. The armor appears on one of the 
  armory's armor stands and may be summoned back to 
  the owner by clasping the bladed quill as it is worn and 
  willing it into onto place on his body. This is a standard 
  action, and only works if the owner is not currently 
  wearing armor. If there are multiple sets of armor in the 
  armory then one is chosen at random. 
   
  
  3 
   
  History 
  DC 10: Rumor has it that the bladed quill is at present 
  the office emblem of a king’s champion, allowing them 
  to defend the king’s honor and body at any time without 
  the need to constantly go armored in his court. 
  DC 20: A bardic legend tells of how a halfling tricked a 
  giant into putting on the halfing’s armor via the bladed 
  quill, crushing him so painfully that he surrendered 
  unconditionally. 
  Construction 
  Requirements Craft Wondrous Item, abundant 
  ammunition, instant summons; Cost 5,000 gp 
   
  Boo
  Boo
  Boo
  Book of Books
  k of Books
  k of Books
  k of Books    
  Aura faint transmutation; CL 5th 
  Slot none; Price 3,000 gp; Weight 2 lbs. 
  Appearance 
  This slim, but well-thumbed, book (hardness 10, hp 25, 
  break DC 23) is filled with bad romantic poetry and 
  sketches of rooms and lovers. In the center, opposite the 
  verse  
   
  'Place your hand on top of mine,  
  soon together we will twine.  
  Take my hand and come with me,  
  such wonders you and I will see.'  
   
  is the image of a small cozy library. Anyone placing their 
  hand flat on the image of the library for a count of ten is 
  transported into it, leaving the book behind. The library 
  consists of a comfortable chair, shelves filled with books 
  on magical theory and religious debate, and a picture 
  showing the place the user came from. The user can 
  return by placing her hand on the picture, in the same 
  way she did to reach the library, but there are no other 
  exits and no windows. 
  Description 
  For each hour the user studies the books here, she may 
  add a +1 circumstance bonus to the next Knowledge 
  (arcana) or Knowledge (religion) check that she makes, 
  to a maximum of +4 after four hours. Additional study 
  after the four hours are up has no effect until 24 hours 
  after the bonus has been used. 
  History 
  DC 10: Stored as a curiosity in an academy library, it has 
  until recently been taken down by younger students – 
  more for its poetry than for anything else – and 
  occasionally used as a private meeting place for students 
  romantically involved with each other (usually to the 
  displeasure of their teachers and family) 
  DC 20: Wyrist would often retreat into the library 
  during bad weather, propping the book of books up 
  where he could see a window or door (and therefore the 
  weather) in the picture, and wait in comfort for it to 
  subside. 
   
   
  Book of Books 
   
  Construction 
  Requirements Craft Wondrous Item, absorbing 
  touch, rope trick; Cost 1,500 gp 
   
  Brighteye Brooch
  Brighteye Brooch
  Brighteye Brooch
  Brighteye Brooch    
  Aura faint transmutation; CL 4th 
  Slot none; Price 3,000 gp; Weight --. 
  Appearance 
  This large, gaudy, brooch (hardness 10, hp 15, break DC 
  23) displays a brassy-yellow eye on a bright red 
  background.  
  Description 
  Touching the brooch and speaking the command word 
  causes a beam of yellow light to blaze from the eye, 
  lighting the area as if an everburning torch. Stepping 
  into the light causes the owner to pass through a 
  gateway into a yard containing piles of clay and a small 
  kiln. The equipment here grants a +5 circumstance 
  bonus to Craft checks related to pottery and allows 
  
  4 
   
  ceramic or pottery related wondrous items (such as 
  beads or figurines) to be crafted at +1 caster level. 
  History 
  DC 10:  Luminous Fire, a group of secretive potters, use 
  the brighteye brooch to produce a range of high quality 
  bone-china 
  cameos 
  that 
  recently 
  became 
  highly 
  fashionable in noble circles. 
  DC 20: While Luminous Fire is honestly creating the 
  cameos, they actually create multiple copies of each 
  person's image. The original is delivered as requested 
  and the spares are then quietly auctioned off as scrying 
  foci to anyone that wants one and has the money, with 
  no questions asked. 
  Construction 
  Requirements Craft Wondrous Item, crafter's 
  fortune; Cost 1,500 gp 
   
  Bristlehog
  Bristlehog
  Bristlehog
  Bristlehog    
  Aura moderate abjuration; CL 7th 
  Slot ring; Price 6,000 gp; Weight 1 lb. 
  Appearance 
  This scrubbing brush (hardness 5, hp 20, break DC 23) 
  is shaped like a hedgehog with the bristles where the 
  animal's spikes would be. 
  Description 
  If turned upside down and tapped three times in the 
  center, a faintly shimmering bubble swells from the 
  hedgehog's mouth to form a translucent sphere 15 ft in 
  diameter. Inside are three descending pools, each 5 ft. 
  wide and 10 ft. deep, with the hottest pool at the top and 
  the coolest at the bottom. Submerging completely in all 
  of the three pools within ten minutes grants a +3 insight 
  bonus to Swim checks for the next hour. It also causes a 
  thin soapy film to cover the user's body, granting a +1 
  circumstance bonus to her CMD against grapples, drag 
  and steal combat maneuvers. The owner of the 
  bristlehog and any creatures in direct contact with her 
  may pass through the sphere's wall at will, but for all 
  other creatures, the wall functions as a resilient sphere. 
  The owner must keep bristlehog on her person for 24 
  hours in order to attune the locks and wall to her. 
  Extradimensional space, such as a handy haversack or 
  bag of holding, does not count for this purpose. 
  History 
  DC 10: Last heard of in the hands of an inland embassy, 
  allowing the amphibious races there to keep their bodies 
  moist without the need to carry large amounts of water 
  around. 
  Construction 
  Requirements Craft Wondrous Item, freedom of 
  movement; Cost 3,000 gp 
   
      
  Catfoot
  Catfoot
  Catfoot
  Catfoot    
  Aura faint enchantment; CL 5th 
  Slot none; Price 2,000 gp; Weight -- 
  Appearance 
  This copper medallion of a cat’s paw print (hardness 8, 
  hp 10, break DC 18) is threaded on a leather thong to be 
  worn as a necklace. 
  Description 
  If placed on the ground and the command word spoken, 
  catfoot sinks into the ground and transforms into a half-
  buried guard post bunker, complete with internal 
  kennels big enough to hold a riding dog. After resting in 
  the kennel overnight, the animals housed there learn 
  faster than most, allowing a week’s worth of training a 
  command, or general purpose, to take place over a 
  single day. All training DCs must be met as usual. 
  Deactivating the room does not expel creatures housed 
  in the kennels. 
  History 
  DC 10: A popular ballad tells how one of the Trickster's 
  followers used catfoot to 'prove' that he couldn't possibly 
  have stolen the king's prized stallion, as that horse was 
  near wild and this horse was highly trained. 
  DC 20: Wyrist commonly used catfoot in conjunction 
  with the black arrow to train his spies once he had 
  recruited them. 
  Construction 
  Requirements Craft Wondrous Item, charm 
  animal, tiny hut; Cost 1,000 gp 
   
  Coiling Smoke
  Coiling Smoke
  Coiling Smoke
  Coiling Smoke    
  Aura moderate transmutation; CL 7th 
  Slot none; Price 3,000 gp; Weight 3 lbs. 
  Appearance 
  This 5 branched brass candelabra (hardness 15, hp 30, 
  break DC 28) comes with an assortment of half-burnt, 
  brightly colored, candles – one each of black, blue, gold, 
  red, and white. 
  Description 
  When the candles are placed in the order white, black, 
  blue, red, gold from left to right in the candelabra’s 
  branches and lit, the smoke coils to form a tunnel 
  leading to a practice range with targets for both 
  mundane weaponry and ranged magic. The targets are 
  AC 10, hardness 2, hp 90. The candles do not burn 
  down, but flicker according to how accurately the target 
  is hit. If the target is missed, none flicker. The white 
  candle flickers if the target is hit, with an additional 
  candle flickering for every 3 points the attack roll 
  succeeds above the minimum necessary to hit. 
  Practicing on the range for an hour a day gives a +1 
  insight bonus to hit on ranged attacks for one attack 
  taken on the same day as the practice. The bonus must 
  
  5 
   
  be applied before the result is known. Practicing 
  additional times a day after the first hour has no effect 
  until 24 hours after the bonus has been used. 
  History 
  DC 10: Rumor has it that coiling smoke is the secret that 
  makes an exclusive guild of assassins so good - and so 
  expensive. 
  DC 20: Although it used to be in the guild's possession, 
  it recently went missing, and the assassins are secretly 
  trying to find and recover it before anyone else realizes. 
  Construction 
  Requirements Craft Wondrous Item, bomber’s 
  eye; Cost 1,500 gp 
   
  Cracksnapper
  Cracksnapper
  Cracksnapper
  Cracksnapper    
  Aura moderate enchantment and transmutation; CL 
  15th 
  Slot none; Price 25,000 gp; Weight 2 lbs. 
  Appearance 
  This coiled coach-whip (hardness 10, hp 15, break DC 
  23), made from white leather with a braided blue, white, 
  and orange handle, looks as if it has never been used, 
  but if cracked three times in a row, causes a warm bright 
  room to grow out of the nearest shadow, including 
  furniture, decorations, and a tiled floor in the same blue, 
  white and orange patterns as the whip handle. 
  Description 
  Anyone seated at the large central table is treated as if 
  charmed (DC 22) by everyone else seated at the table. 
  This lasts only as long as they remain seated at the table. 
  In addition any poisoned or spoiled food or drink placed 
  on the table is purified and made safe to eat. This does 
  not affect potions, holy, or unholy water, but does affect 
  alcohol and drugs. 
  History 
  DC 10: Rumors abound that cracksnapper was recently 
  used by an ambitious, would-be emperor to force 
  through annexation treaties on the baronies that 
  surround his own. 
  Construction 
  Requirements Craft Wondrous Item, mass 
  charm monster, purify food and drink; Cost 12,500 gp 
   
  Dart of Jagged Barriers
  Dart of Jagged Barriers
  Dart of Jagged Barriers
  Dart of Jagged Barriers    
  Aura faint transmutation; CL 3rd 
  Slot none; Price 2,600 gp; Weight -- 
  Appearance 
  This yellow toy dart (hardness 10, hp 20, break DC 23) 
  has multicolored flights that spiral around the shaft 
  rather than run straight along it. When the dart is spun 
  so that the colors merge together, a circular trapdoor 
  appears in the air above the dart. Climbing through the  
   
   
   
  Cracksnapper 
   
  trapdoor leads into an exercise gym complete with 
  ropes, pits, climbing walls and narrow ledges. 
  Description 
  The gym can be set up with fake traps (that use red chalk 
  to represent where you have been hit) as well as general 
  equipment and indoor courses. For each hour the user 
  practices here, he may add a +1 circumstance bonus to 
  the next Stealth check that he makes, to a maximum of 
  +4 after four hours. Additional study after the four 
  hours are up has no effect until 24 hours after the bonus 
  has been used. If all four hours are used, he also gains a 
  +1 circumstance bonus to Reflex saves for the next day. 
  History 
  DC 10: Passed down from one thief to another as a mere 
  luck token for years, its powers have just been 
  rediscovered, leading to its home city breaking out in a 
  savage underground war as different thieves and their 
  gangs try to claim it as theirs. 
  Construction 
  Requirements Craft Wondrous Item, cat's grace, 
  rope trick; Cost 1,300 gp 
   
  Demonbrew
  Demonbrew
  Demonbrew
  Demonbrew    
  Aura moderate transmutation; CL 7th 
  Slot none; Price 1,000 gp; Weight 3 lbs. 
  Appearance 
  This battered wooden mug (hardness 8, hp 40, break DC 
  26) is carved to resemble a miniature beer keg and is 
  commonly found full of liquid. 
  Description 
  Demonbrew contains a potent drink that refills itself if 
  the mug is less than full. One complete mugful counts as 
  five 
  drinks 
  for 
  drunkenness 
  (see 
  Pathfinder® 
  Roleplaying 
  Game: 
  GameMastery 
  Guide™) 
  and 
  demonbrew refills at one drink per round. If someone 
  manages to out drink demonbrew by consuming the 
  
  6 
   
  entire mugful before it can refill (Fortitude save DC 15 
  +1 for each failed attempt in the last 24 hours) then a 
  trap door appears in the base of the mug and grows to a 
  size where the drinker can just squeeze through. 
  Opening the trapdoor reveals a ladder down into a 
  distillery containing vats of wine, ale and spirits and 
  tended by unseen servants. Consuming a minimum of 
  one mugful (each mug counting as five drinks) from  
  each of the three main vats within ten minutes grants a 
  + 1 alchemical bonus to Fortitude saves for 24 hours. 
  History 
  DC 10: Taken as loot by the pirate ship 'The Pearl of the 
  Sea' and still the crew's prized possession, demonbrew 
  circulates the lower deck as often as the sea is quiet and 
  the crew can relax. 
  DC 20: Wyrist enjoyed a brew, but often liked to rest 
  demonbrew on cracksnapper's table between drafts so 
  that no matter how much he drank, he wouldn't become 
  intoxicated. 
  Construction 
  Requirements Craft Wondrous Item, create food 
  and water, resistance; Cost 500 gp 
   
  Dustraiser
  Dustraiser
  Dustraiser
  Dustraiser    
  Aura faint transmutation; CL 3rd 
  Slot none; Price 3,000 gp; Weight -- 
  Appearance 
  This dark wooden comb (hardness 8, hp 15, break DC 
  18) has a face carved into the handle, so that the comb's 
  teeth form a long, wide beard. Blowing through the 
  comb teeth raises a swirl of dust that, over a minute, 
  forms a low arch. Entering the arch brings the owner 
  into a carpenter's workshop, with a store for lumber on 
  one side and a thick layer of sawdust and shavings 
  softening the floor. 
  Description 
  The equipment here grants a +5 circumstance bonus to 
  Craft checks related to woodworking and allows wands 
  to be crafted at +1 caster level. 
  History 
  DC 10: Once the display piece of a newly-ennobled 
  merchant family, dustraiser disappeared when a 
  military coup overtook the queen who had supported the 
  family and brought an enemy to rule instead. A few 
  family members managed to flee into exile and hiding, 
  most were caught and executed. 
  DC 20: Dustraiser was caught up by the youngest 
  daughter of the family as she and her older sister fled, 
  working their way as best they could until they reached 
  safe obscurity. It was passed down as a memento, valued 
  as much for the memories as for its abilities. 
  Construction 
  Requirements Craft Wondrous Item, Craft 
  Wand, crafter’s fortune; Cost 1,500 gp 
  Fire Ring
  Fire Ring
  Fire Ring
  Fire Ring    
  Aura faint transmutation; CL 3rd 
  Slot ring; Price 2,500 gp; Weight 2 lbs. 
  Appearance 
  This copper ring (hardness 10, hp 15, break DC 18) is 
  enameled with tiny flames in all colors of the rainbow 
  and even tinier alchemical symbols. If the wearer twists 
  the ring three times round his finger a narrow door 
  made of fire appears beside him. 
  Description 
  The fiery door has the characteristics of an everburning 
  torch that cannot be moved. If someone reaches into the 
  fire and opens the door, a bright and sunny laboratory is 
  revealed, with racks of chemicals and benches covered 
  in glassware and equipment. A book on a lone lectern 
  translates 
  alchemical 
  symbology. 
  Translating 
  the 
  symbols on the ring (Linguistics DC 12 with the book, 
  DC 20 without) reveals which chemicals produce what 
  color flame and reaction. This information grants a +5 
  insight bonus on Craft (alchemy) checks and allows up 
  to two potions to be crafted at once. 
  History 
  DC 10:  Most famously used by the murderous Damian 
  Voss to brew poison and antidote at the same time 
  before one of his deadly dinner parties. 
  Construction 
  Requirements Craft Wondrous Item, Brew 
  Potion, continual flame, crafter's fortune; Cost 1,300 
  gp 
   
  Ghost Fork
  Ghost Fork
  Ghost Fork
  Ghost Fork    
  Aura moderate transmutation; CL 7th 
  Slot ring; Price 3,000 gp; Weight 3 lbs. 
  Appearance 
  This dull grey tuning fork (hardness 10, hp 15, break DC 
  26) has a crossed flute and trumpet stamped into the 
  handle.  
  Description 
  When struck it rings a soft clear A for 3 rounds. If the 
  command word is spoken while the ghost fork is 
  ringing, the gap between the prongs becomes an arched 
  doorway into a circular music room crammed with 
  instruments. For each hour the user practices music in 
  here, she may add a +1 circumstance bonus to the next 
  Perform check that she makes that day, to a maximum 
  of +4 after four hours. Additional practice after the four 
  hours are up has no effect until 24 hours after the bonus 
  has been used. 
  History 
  DC 10: The ghost fork is the secret behind a newly 
  famous violinist, who is currently being lauded by high 
  society. 
  
  7 
   
  DC 20: Wyrist used the ghost fork to make up for his 
  natural lack  of talent, once he saw that sometimes a 
  need to perform would be unavoidable, and disliked the 
  notion of being laughed out of town for it. 
  Construction 
  Requirements Craft Wondrous Item, exquisite 
  accompaniment; Cost 1,500 gp 
   
  Gloves of the Warp and Weft
  Gloves of the Warp and Weft
  Gloves of the Warp and Weft
  Gloves of the Warp and Weft    
  Aura faint transmutation; CL 3rd 
  Slot hands; Price 3,000 gp; Weight 2 lbs. 
  Appearance 
  Red and yellow stripes cover these woolen gloves 
  (hardness 5, hp 20, break DC 23). On the left glove, the 
  stripes run across the hand from thumb to little finger. 
  On the right glove, they run down the hand, from 
  fingertips to wrist. 
  Description 
  Clapping gloved hands together twice and then 
  spreading the hands to arm’s length apart causes a full 
  sized loom and a complementing tailor's workshop to be 
  spun from the air between them. The equipment here 
  grants a +5 circumstance bonus to Craft checks related 
  to cloth and allows cloth based wondrous items, such as 
  cloaks, mantles and gloves, to be crafted at +1 caster 
  level. 
  History 
  DC 10: Borrowed, stolen, lost and found, the gloves of 
  warp and weft pass from owner to owner at short, 
  frequent intervals, often accompanied with swift rises in 
  fortune and even swifter plummets. Recently, a bard has 
  tried to hijack this by writing an epic ballad claiming 
  that the gloves are cursed. 
  Construction 
  Requirements Craft Wondrous Item, crafter's 
  fortune; Cost 1,500 gp 
   
  Gold Tome
  Gold Tome
  Gold Tome
  Gold Tome    
  Aura moderate transmutation; CL 7th 
  Slot none; Price 3,000 gp; Weight 8 lbs. 
  Appearance 
  This large heavy book (hardness 10, hp 25, break DC 23) 
  has a dark brown cover decorated with strips of polished  
  fools’ gold around the edges. Inside it appears to contain 
  a single, very long, badly written, epic poem detailing a 
  very minor battle long ago complete with illustrations. 
  Description 
  One page shows a sword point down, opposite the verse: 
   
  Taketh he up the Sword of Might 
  And with a mighty battle cry, 
  Chargeth he the foulest foe; 
  Slaughter rang at merest try. 
  Anyone placing their hand flat on the image of the sword 
  for a count of ten is transported into a scriptorium, 
  leaving the book behind. The scriptorium consists of 
  sturdy desks and stools each with parchment, ink and 
  pen ready for use, two shelves of books detailing the 
  languages and written scripts of a dozen or more 
  countries, and a picture showing the place the user came 
  from. The user can return by placing his hand on the 
  picture, in the same way he did to reach the scriptorium, 
  but there are no other exits and no windows.  
  The equipment here grants a +5 circumstance bonus to 
  written Linguistics checks and allows scrolls to be 
  crafted at +1 caster level. 
  History 
  DC 10: Infamously used by an undead cultist (tales 
  disagree what sort, some claiming vampire, some ghoul 
  or ghast) to stir up political unrest by creating false 
  proclamations for both sides, each accusing the other. 
  The cultists then used the resulting turmoil to cover 
  their own depredations. 
  DC 20: Wyrist's favorite use for the gold tome was to 
  make sure he had accurate papers for wherever he 
  happened to be travelling at the time and, if necessary, 
  fake them. 
  Construction 
  Requirements Craft Wondrous Item, absorbing 
  touch, rope trick; Cost 1,500 gp 
   
  Grey Charm
  Grey Charm
  Grey Charm
  Grey Charm    
  Aura moderate conjuration; CL 9th 
  Slot neck; Price 20,000 gp; Weight -- 
  Appearance 
  This miniature ladder (hardness 15, hp 30, break DC 26) 
  is molded from cheap grey pewter and strung on braided 
  cotton to wear as a pendant. If placed flat on the ground 
  and given the command word it transforms to a real 
  ladder leading down into a low chapel. Diffuse light 
  streams in through the high windows to pool around a 
  plain altar. 
  Description 
  If a cleric or paladin with the channel energy class 
  feature prepares her daily spells in this chapel she gains 
  one additional use of channel energy for the day. 
  Alternatively, if a body is brought down into the chapel 
  and laid out on the altar for 24 hours, it is returned to 
  life as if raise dead had been cast. For the purposes of 
  alignment, the grey charm casts raise dead as a true 
  neutral cleric. If a body is laid out on the altar at the 
  time the cleric or paladin prepares spells, she does not 
  gain the channel energy boost.  
  Bodies laid out on the altar are not expelled by 
  deactivating the room. 
  
  8 
   
   
   
  Grey Charm 
   
  History 
  DC 10: A comic ballad uses the grey charm as a device 
  to mock a set of strict succession laws by having dead 
  nobles come back to life at the worst possible times and 
  reclaim their lands and titles. 
  DC 20: Wyrist used the grey charm partly to save his 
  own power and partly to trick his enemies into returning 
  under his eye, since they would be sure that he was not 
  the one casting the spell. 
  Construction 
  Requirements Craft Wondrous Item, raise dead, rope 
  trick; Cost 10,000 gp 
   
  Healer’s Yardcloth
  Healer’s Yardcloth
  Healer’s Yardcloth
  Healer’s Yardcloth    
  Aura faint conjuration and transmutation; CL 3rd 
  Slot none; Price 1,800 gp; Weight 3 lbs. 
  Appearance 
  This 15 by 15 ft. linen tablecloth (hardness 8, hp 20, 
  break DC 25) appears to be embroidered with bright 
  flowers and leaves and comes bundled with four pegs, 
  each made of a different wood, and green ribbon sewn 
  into the corners. When the cloth is tied to the pegs with 
  the ribbons, staked into the ground, and the command 
  word spoken aloud, the cloth shimmers. The flowers and 
  leaves pattern become real herbs and plants, which 
  suffuse the air above them with a restful scent. 
  Description 
  In one corner of the herb garden is a table containing 
  enough equipment to brew poultices, herbal drafts and 
  antitoxin and granting a +4 competence bonus on Heal 
  checks. Healer’s kits can be refilled from this table and 
  garden with 2 hours of work, while the restful scent of 
  the herbs allows those within it to recover from fatigue 
  and exhaustion in half the usual time and allows cure 
  spells to be cast at +1 caster level within the garden. A 
  
  9 
   
  healer's yardcloth can be activated for up to 4 hours a 
  day (split up as the owner desires) but any attempt to 
  use the plants as a resource for spells (such as entangle) 
  causes the spell to last a single round before all the 
  power in the yardcloth is exhausted for the day and it 
  returns to its tablecloth form. 
  History 
  DC 10: Held by one of the few healers to survive a city 
  wide plague, the healer's yardcloth has become a 
  byword for luck among the battered slums and 
  tenements that the healer served. 
  DC 20: Wyrist is said to have made the yardcloth after 
  being refused entry to a temple's renowned herb 
  gardens, and then turned around and refused them 
  access in turn when one of the priests demanded to see 
  it. 
  Construction 
  Requirements Craft Wondrous Item, lesser 
  restoration, rope trick; Cost 900 gp 
   
  Howling Brazier
  Howling Brazier
  Howling Brazier
  Howling Brazier    
  Aura faint transmutation; CL 5th 
  Slot none; Price 3,000 gp; Weight 5 lbs. 
  Appearance 
  A simple black metal bowl (hardness 15, hp 45, break 
  DC 28) supported by a folding tripod, this brazier is 
  apparently covered with stylized engravings of flowering 
  vines. Closer inspection reveals that the vine leaves are 
  formed from tiny swords and the flower petals are 
  shields.  
  Description 
  If a fire is lit in the bowl and the command word spoken, 
  the brazier expands and unfolds into a fully equipped 
  smithy. The equipment here grants a +5 circumstance 
  bonus to Craft checks related to metalworking and 
  allows metallic magical weapons and armor to be crafted 
  at +1 caster level. 
  History 
  DC 10: Rumored to be the forge used by the dwarven 
  dragon-slayer Noki Scalecrusher to craft his famous 
  greataxe. 
  DC 20: Wyrist had a trick of setting his nightly alarm 
  spell centered on the howling brazier, tweaked so that 
  the alarm it gave was more of a feline yowl than a  
   
  ringing bell. It was this trick that earned the brazier its 
  name. 
  Construction 
  Requirements Craft Wondrous Item, Craft 
  Magic Arms and Armor, crafter's fortune; Cost 
  1,500 gp 
   
      
  Lover's Baton
  Lover's Baton
  Lover's Baton
  Lover's Baton    
  Aura faint transmutation; CL 3rd 
  Slot none; Price 1,000 gp; Weight 4 lbs. 
  Appearance 
  This walking stick (hardness 8, hp 20 break DC 23) is 
  carved with a pattern of twining oak leaves and roses 
  and has a short metal spike for a foot.  
  Description 
  Jamming the spike into the ground and speaking the 
  command word causes a ring of oak trees and rose 
  bushes to grow in a 20 ft. radius of the lover's baton, 
  forming a small but secure grove. Everything within the 
  grove seems brighter and clearer than outside. Spending 
  a minimum of 5 hours in the grove attunes the senses so 
  that they pick up more detail, granting a +3 
  enhancement bonus to perception checks for the next 24 
  hours. 
  History 
  DC 10: Last heard of in the possession of an exclusive 
  elvish brothel, for those who prefer to be private 
  outdoors. 
  DC 20: Wyrist met his various lovers in the grove, each 
  at a different time and from a different home town. 
  Indeed, legend would have it that every one of his many 
  lovers was a different race, as well as from a different 
  place. 
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  acute 
  senses; Cost 500 gp 
   
  Red Rook
  Red Rook
  Red Rook
  Red Rook    
  Aura faint conjuration; CL 4th 
  Slot none; Price 2,000 gp; Weight -- 
  Appearance 
  This small wooden rook or castle from a chess set is 
  painted a bright red rather than white or black. 
  Description 
  On command, the rook swells to become a 10 foot high 
  tower (Hardness 5, hp 15, break DC 18) containing a 
  single almost bare room, with a fireplace in one wall. 
  The outer wall is bright red with a metallic sheen, the 
  inner ones look like mortared stone but feel like carved 
  wood to touch. Sleeping in this room refreshes the body 
  and mind, so that its owner needs only sleep 4 hours per 
  day to gain the benefit of 8 hours of sleep. This allows a 
  spellcaster that requires rest to prepare spells to do so 
  after only 4 hours, but this does not allow a spellcaster 
  to prepare spells more than once per day.  
  History 
  DC 10: Bardic tales tell how it was used to bluff an army 
  by the minor mage Cinean Arreal, who planted the rook 
  in the army's path and dared them to pass ‘his instant  
   
  
  10 
   
   
   
   
  Red Rook 
   
  fortress' by. The army generals, thinking he was stronger 
  than he really was, decided to take a different route. 
  Construction 
  Requirements 
  Craft Wondrous 
  Item, lesser 
  restoration; Cost 1,000 gp 
   
  Sack of Wyrms
  Sack of Wyrms
  Sack of Wyrms
  Sack of Wyrms    
  Aura faint transmutation; CL 5th 
  Slot none; Price 1,600 gp; Weight 1 lb. 
  Appearance 
  This dull green hessian sack (hardness 8, hp 10, break 
  DC 17) has black and white flecks twisted through the 
  fabric.  
  Description 
  Turning the sack inside out and giving the command 
  word causes the sack to unweave itself into hundreds of 
  separate threads and reweave into a bowl-shaped  
   
  meadow filled with rocks, logs, mud and ropes 
  organized into a random obstacle course. For each hour 
  the user practices here, she may add a +1 circumstance 
  bonus to the next Acrobatics check that she makes, to a 
  maximum of +4 after four hours. Additional study after 
  the four hours are up has no effect until 24 hours after 
  the bonus has been used. 
  History 
  DC 10: Last heard of in the possession of a strict 
  national army, but it vanished during one of the many 
  revolts, splits and coups that the army was involved in. 
  DC 20: The sack of wyrms vanished into the hands of 
  one of the rebel leaders, who in turn is using it to train 
  up her recruits in safety, where no one can see any camp 
  or obstacle course. 
  Construction 
  Requirements Craft Wondrous Item, shrink item; 
  Cost 800 gp 
   
  
  11 
   
  Scudder
  Scudder
  Scudder
  Scudder    
  Aura faint transmutation; CL 5th 
  Slot none; Price 3,000 gp; Weight -- 
  Appearance 
  This child's crude spinning top (hardness 10, hp 20, 
  break DC 20) has faded to a uniform grayish-brown, but 
  still spins easily at a twist of the hand. 
  Description 
  If spun widdershins three times in rapid succession, it 
  swells out into a circular tannery and leatherworker's 
  shop. Speaking the command word shrinks it back into 
  the wooden top. The equipment in the tannery grants a 
  +5 circumstance bonus to Craft checks related to 
  leatherworking and allows non-metallic magic armor to 
  be crafted at +1 caster level. 
  History 
  DC 10: Widely claimed as the only tannery ever existing 
  that doesn't stink the area out as the leather is 
  processed, due to the owner being able to close it 
  between work sessions. 
  Construction 
  Requirements Craft Wondrous Item, crafter’s 
  fortune; Cost 1,500 gp 
   
  Serpent 
  Serpent 
  Serpent 
  Serpent Circlet
  irclet
  irclet
  irclet    
  Aura moderate transmutation; CL 7th 
  Slot headband; Price 3,000 gp; Weight 1 lb. 
  Appearance 
  This black cloth headband (hardness 5, hp 15, break DC 
  18) bears a coiled snake embroidered in white above the 
  eyes. If removed and shaken out, the headband unwinds 
  to form a 5 ft. by 10 ft. market stall, complete with black 
  tablecloth and 15 ft. by 10 ft. white canopy. 
  Description 
  The stall grants a +4 circumstance bonus to Appraise 
  and Bluff checks to the owner while he is under the 
  shade of the canopy. In addition, any items laid on the 
  tablecloth gain the effects of a magic aura under the 
  owner's control.  
  History 
  DC 10: Rumored to be the source of the cursed weapons 
  trickling into service, with the curses being hidden by 
  the current owner for his own evil purposes. 
  DC 20: Wyrist built the serpent circlet as a source of 
  income, allowing him to sell the goods he made without 
  having to set up a permanent stall anywhere, though 
  some bardic tales linger on his supposed deceptions and 
  persuasions instead. 
  Construction 
  Requirements Craft Wondrous Item, glibness, 
  magic aura; Cost 1,500 gp 
   
      
  Singing Frog
  Singing Frog
  Singing Frog
  Singing Frog    
  Aura faint transmutation; CL 5th 
  Slot none; Price 3,000 gp; Weight -- 
  Appearance 
  This pottery frog (hardness 15, hp 20, break DC 23) has 
  ridged notches down its back. If the ridge is stroked with 
  a stick, it sings a soft clear note. 
  Description 
  If the command word is spoken while the frog is singing, 
  it swells to form a dome with a door facing the owner. 
  Inside the dome is a glass furnace, workbenches and 
  annealing oven. The equipment here grants a +5 
  circumstance 
  bonus 
  to 
  Craft 
  checks 
  related 
  to 
  glassworking and allows glass and crystal related 
  wondrous items (such as bottles, lenses, or crystal balls) 
  to be crafted at +1 caster level. 
  History 
  DC 10: Said to be the site of a battle between a lich and a 
  triplet of tieflings, with the tieflings defying the lich's 
  attempt to take the singing frog to enhance the crystal 
  hypnosis balls she was creating and sending out. 
  Construction 
  Requirements Craft Wondrous Item, crafter's 
  fortune; Cost 1,500 gp 
   
  Skullpin of Triumphs
  Skullpin of Triumphs
  Skullpin of Triumphs
  Skullpin of Triumphs    
  Aura moderate necromancy; CL 5th 
  Slot none; Price 12,000 gp; Weight -- 
  Appearance 
  This one inch pin (hardness 10, hp 20, break DC 26) has 
  a tiny skull as its head and is tucked into a reel of bright 
  red thread. If a length of the thread is wound around 
  one or more fingers, the reel expands and the hole in its 
  center becomes a full sized tunnel, lined with skeletons 
  preserved as trophies of battle and chests of taxidermied 
  creatures. Each skeleton and creature is labeled clearly 
  with its name, race, date of death and cause.  
  Description 
  Anyone wearing the pin who addresses a skeleton by 
  name may ask it three questions as if using speak with 
  dead. Each skeleton and creature may only be 
  questioned once a week, but the sheer number of them 
  grants a +2 circumstance bonus to a single Knowledge 
  (history) check or a +2 circumstance bonus to identify 
  one category of creatures for 1 week (category chosen 
  from the ranger's favored enemy list). Only one bonus 
  from the skullpin can be in effect at any one time. In 
  addition, any intact but dead creature brought into the 
  room and left there for one week is preserved and gains 
  its own label and thereafter may be questioned in the 
  same way as any of the initial skeletons. Skeletons and 
  taxidermied trophy creatures removed from the room 
  crumble to dust unless replaced there within one hour 
  and cannot be used to create undead. 
  
  12 
   
   
   
  Skullpin of Triumphs 
   
  Only creatures are expelled when the room is 
  deactivated. Objects (including dead bodies) remain in 
  the room. 
  History 
  DC 10: Sought by the youngest son of a tribal chieftain 
  who wishes to remove his father's bones from their place 
  in this trophy room and take them home to be buried 
  among the honored ancestors. 
  DC 20: Wyrist claimed that he only created the skullpin 
  so that others might learn from his achievements, but 
  other sources claim it was more a matter of pride and of 
  being able to gloat over the remains of his crushed foes.  
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  blood 
  biography, gentle repose, speak with dead; Cost 6,000 
  gp 
   
  Sphere of Torment
  Sphere of Torment
  Sphere of Torment
  Sphere of Torment    
  Aura strong illusion; CL 15th 
  Slot none; Price 40,000gp; Weight -- 
  Appearance 
  This appears to be a child's marble (hardness 15, hp 30, 
  break DC 26) made from cheap white clay with a smoky 
  grey swirl winding up it. On command it swells into a 
  spherical room 15 feet in diameter, its color fading to a 
  faint smoky sheen on the transparent wall. It contains 
  only four single shackles on individual chains fixed to 
  the wall.  
  Description 
  The owner of the sphere of torment and any creatures in 
  direct contact with him may pass through the sphere's 
  wall at will, but for all other creatures, the wall functions 
  as a resilient sphere, but does not block sound in either 
  direction. Each masterwork shackle is suitable for 
  manacling one wrist or ankle, adjustable to fit any 
  creature of tiny, small, medium, large or huge size and 
  locks with an arcane locked superior lock attuned to the 
  owner. The chains are also fully adjustable and can be 
  shortened or lengthened to suit the desires of the owner. 
  The interior of the sphere contains a permanent zone of 
  truth (DC 17), but if a shackled creature refuses to speak 
  in answer to a question, he is compelled to relive his 
  own worst fear or nightmare (Will save to resist, DC 27). 
  The owner must keep the sphere of torment on her 
  person for 24 hours in order to attune the locks and wall 
  to him. Extradimensional space, such as a handy 
  haversack or bag of holding, does not count for this 
  purpose. 
  
  13 
   
   
   
  Whisperer’s Bag 
   
  History 
  DC 10: Most famously used to interrogate captives in 
  the war of succession known in bardic tales as the War 
  of the Hundred Sides and known to have changed hands 
  at least three times during it. The interrogators would 
  stand just outside the sphere, where they could hear and 
  be heard, but not be forced to tell the truth. 
  DC 20: Wyrist liked to use this on spies and political 
  opponents, as unlike most torture it left no physical  
  marks, telling them with a smile that of course they 
  didn't have to talk and he wouldn't even touch them. 
  Then once he had broken them, he would make them his 
  own agents and return them to their previous positions. 
  Construction 
  Requirements Craft Wondrous Item, arcane lock, 
  nightmare, resilient sphere, zone of truth; Cost 20,000 
  gp 
   
  Victor's Drum
  Victor's Drum
  Victor's Drum
  Victor's Drum    
  Aura faint enchantment; CL 5th 
  Slot none; Price 2,500 gp; Weight 1 lb. 
  Appearance 
  This black and tan bodhran (hardness 8, hp 30, break 
  DC 30) has a short double-ended stick tucked inside the 
  crosspiece. 
  Description 
  If the owner beats a quick and accurate tattoo on the 
  victor's drum (Perform (percussion) DC 12), the 
  bodhran swells to become a 40 ft. wide gladiatorial 
  amphitheatre with rows of stone seats sloping down to 
  10 ft. high black walls around a tan floor. Climbing from 
  the amphitheatre floor to the first row of seats requires a 
  DC 15 Climb check, and from there to the top row of 
  seats requires a DC 10 Climb check. As a move action, 
  anyone on the floor of the victor's drum can bounce up 
  and down on the floor, causing a deep drumbeat to 
  begin. The creature bouncing can designate one target, 
  who must make a DC 14 Will save or be filled with 
  revulsion, causing him to flee (if possible), or be 
  nauseated (if he cannot flee). 
  History 
  DC 10: Bardic tales relate that the victor's drum was 
  used by a team of assassins at one point, where one 
  would bounce and the others would wait for the victim 
  to run towards them. 
  Construction 
  Requirements Craft Wondrous Item, shrink item, 
  unadulterated loathing; Cost 1,250 gp 
   
  Whisperer's Bag
  Whisperer's Bag
  Whisperer's Bag
  Whisperer's Bag    
  Aura moderate enchantment; CL 7th 
  Slot none; Price 3,500 gp; Weight 3 lbs. 
   
  
  14 
   
  Appearance 
  This blue-green hessian sack (hardness 8, hp 10, break 
  DC 17) closely resembles the type of bag that animal feed 
  is stored in. 
  Description 
  This sack appears to be empty, but anyone reaching into 
  it feels a gritty disc about the size of a gold piece. If 
  drawn out, this disc has two possible effects. 
  First, if tossed straight up, it creates a stairway to a 
  sandy 
  arena 
  designed 
  for 
  animal 
  contests 
  and 
  entertainment, such as bear baiting, bull dancing, 
  greyhound racing, dog fighting or cock fighting. It does 
  not provide the creatures, but adapts to any sent into the 
  arena. 
  Second, if tossed towards a living creature, it compels 
  the creature to catch and eat it (Will save, DC 17 to 
  resist). If this bland disc of compressed grain is 
  consumed, then the owner of the whisperer’s bag can 
  direct the creature’s next round of attacks against a 
  creature of her choice. 
  Up to 15 discs may be drawn from the sack in a week, 
  but no more than 3 in one day. 
  History 
  DC 10: Currently in the possession of an extended thief 
  guild, who have set up a gambling sideline on fights and 
  use the money flow from it to launder illegal gains of all 
  types. A disc is also sometimes used to rig fights in order 
  to rake in the maximum possible money. 
  DC 20: Sometimes used has a punishment option by 
  Wyrist for animal spies that failed him, or were found 
  out. 
   
  Construction 
  Requirements Craft Wondrous Item, beguiling 
  gift, foe to friend; Cost 1,750 gp 
   
   
   
  
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  create Derivative Material of Open Game Content. (h) "You" or "Your" means 
  the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that Product 
  Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
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  All Logos, Book Titles, Italicized Introduction text, Proper Names 
  and Images are product identity all other content is open gaming 
  content. 
   
  Open Content is the designated as follows: all vehicles including 
  their, names, description and history . 
   
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed 
  under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this 
  License. 
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000–2005, Wizards of the Coast, Inc. 
  d20 System Reference Document Copyright 
  2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. 
  Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR. 
  Pathfinder Roleplaying Game Advanced Player's Guide. Copyright 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn. 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Publishing, LLC; 
  Author Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn. 
  Anger of Angels. © 2003, Sean K Reynolds. 
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb. 
  The Book of Hallowed Might. © 2002, Monte J. Cook. 
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook. 
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor. 
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds. 
   
  #30 Portable Rooms Copyright 2012 Steven D. Russell; Author Liz Smith 
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/30 Series/30 Portable Rooms.pdf