Heward's Handy Haversacks in Haversacks

Generaly, my ruling on extradamentional spaces is unless it specifies, one simply is not accessable when inside another. So a bag of holding inside a rope trick simply does not allow you to access it's contents (It functions like a normal bag).
 

log in or register to remove this ad

diaglo said:
so how does the PC know that he was safe to place one haversack inside the other?

By doing it, or hearing about someone doing it, or just knowing about spellcrafting (skill).

diaglo said:
does the PC also have knowledge of how every single spell works in the PHB just b/c his player has access to it?

Spellcraft, rumors, his sister was a tutor at the mage college... But I agree, in general someone shouldn't.

diaglo said:
without having done or seen this done or having someone explain how it works... i think the PC should've been more cautious.

Oddly enough, I think it should make them LESS cautious...

diaglo said:
lets see what happens when we mix acids and bases in real life without taking chemistry or having someone tell us of the dangers...

So you remember doing that as a kid too! Ex Cell Ent. Then you agree that he should in general be less cautious and just stumble into his mistakes.

diaglo said:
ammonia and bleach for example are still a hazard when mixed. do a search on the web for other household chemicals that cause death or injury...

It's true. On the other hand I've seen people do this in ignorance, not even suspecting the danger they're putting themselves in. Full on adults too.

diaglo said:
treat this in a similar fashion. without knowledge .... or spellcraft in this case... the PC should be cautious when mixing or playing with magic.

Should be? Maybe. Will be? Probably not. Not without at least some knowledge of spellcraft in the first place.
 

ARandomGod said:
Should be? Maybe. Will be? Probably not. Not without at least some knowledge of spellcraft in the first place.

well he does know the haversack is magical.

and he does know bad things can happen when you mess with mother nature... i mean magic like stories about being turned into a toad or fireballed by a wizard... even if he has never seen them... knowledge (local) or other knowledge check untrained...


but i'm not saying he will be cautious. only that he should be.

taboos about ticking off the gods and all too....
 

diaglo said:
well he does know the haversack is magical.

and he does know bad things can happen when you mess with mother nature... i mean magic like stories about being turned into a toad or fireballed by a wizard... even if he has never seen them... knowledge (local) or other knowledge check untrained...


but i'm not saying he will be cautious. only that he should be.

taboos about ticking off the gods and all too....


I dunno. He's probably heard an equal amount of stories about people messing with "things Man was Not Meant to Know" and getting rewarded for it. After all, he's an adventurer. We're assuming a non-spellcasting adventurer at that.

I figure he's either heard that this combo will blow up or he hasn't. And, really, I imagine that it comes with a standard "The Wizard General has Determined That...." label on it. Especially if he just bought if from Ye ol' Magic Shoppe. In fact, from there it probably came with a small pamphlet.
 

ARandomGod said:
Especially if he just bought if from Ye ol' Magic Shoppe. In fact, from there it probably came with a small pamphlet.
the fact he has two probably does lend to this theory.


my hat of d02 knows no limits.....
 

If it where my game

my game i would say yes you can But it might be a bad thing to do but it is your stuff.

1.HHH all the thing in it are ok no prob
2. HHH 2 the first time it is put in to HHH 1 it change in to a cursed HHH .

ex. i put 3 potion of healing in to HHH 2, and go to get out because i have 10 hp *look at bottle differnt bottle color of liquid black* gulp gulp Dm make a fort save (Dc 15) fail no not heal but your skin is now neon/green. gold change to copper steel rust(evan magical items) fine cloths trun to rags and so on.
 

:D As far as I remember from day 1, NEVER put an extradimentional space in another extradimentional space!

You may as well whip out the Travellers Guide to the Astral Plane the next time buddy decides to play with his bag.

:] I find though, once players discover that little trick, they would do rope trick while in a rope trick to get out of sticky situations.
 

adamantineangel said:
So, for the price of 4,000 gp they have an item that deals 10d6 and sucks anything in a 30ft radius to another plane, and a high reflex save for another 30ft? I'd be buying every HHH I ran into.

The range on the attack is a drawback, however. I suppose with lots of ranks of Bluff and some hirelings, you can dodge that difficulty.
 

Tarangil said:
:D As far as I remember from day 1, NEVER put an extradimentional space in another extradimentional space!

You may as well whip out the Travellers Guide to the Astral Plane the next time buddy decides to play with his bag.

:] I find though, once players discover that little trick, they would do rope trick while in a rope trick to get out of sticky situations.


Yup, that was day one. However, apparently we're pretty far from day one, and the magecrafters have made several innovations to this type of item. In fact, while it "may" be dangerous to do certain things (there are certainly rumors, stories, and legends (knowledge: Local) about it), in reality the only bug they haven't managed to hammer out by now is the portable hole and bag of holding. The interaction between those is still unstable. Of course, now you have to wonder how old is that haversack you're holding... and do you feel lucky, punk?
 

Dr. Awkward said:
The range on the attack is a drawback, however. I suppose with lots of ranks of Bluff and some hirelings, you can dodge that difficulty.


Oh, please. This is a magic user item, obviously. Can you say "dominate"?
 

Pets & Sidekicks

Remove ads

Top