Magic Items for the Everyday

Saddlebags of Soldiering:

Saddlebags of Soldiering - These saddlebags always contain the following items (even if they have been previously removed!):

Horse-care items (Currycombs, hoof-cleaners, feedbag, halter, reins, etc.)
A Torch (unlit)
Flint & Steel
One large stack of wood, laid for a fire (with tinder)
One Needle
One spool of thread (Grey, Silk)
One roll of cord (Hemp)
One roll of wire (Steel)
Two 50' silk ropes
One collapsible (folding) grapnel
One Fishhook
Two weeks' Trail Rations (dried and wrapped in waxed paper)
Eight one-gallon waterskins (full)
One suit of Adventurer's Clothes
One suit of Cold Weather Clothing
One Oilskin Leather Raincloak
Healer's Kit
One Iron Dagger, with sheath
One Silver Dagger, with sheath
One Hammer-backed Handaxe, balanced for throwing, with a prybar at the top, with sheath
One tent (with stakes, poles, guy-lines, etc.)

In addition, if any of the following is placed inside the saddlebags, it will likewise become part of it, and remain available:

One suit of light armor
One Buckler or Small Shield (with or without spikes)
One Light (non-dagger) Weapon
One Missile Weapon
One box/quiver/pouch of ammunition
One Blunt Weapon
One Piercing Weapon
One Slashing Weapon
Two Two-Handed Weapons

Magical gear placed within the saddlebags will not be reproduced, although they may be freely added, removed, and/or replaced. Masterwork and Mighty items can be duplicated. Once a non-magical weapon is placed within, however, that item will always be reproduced, and the saddlebags will no longer accept any other weapon of those types.

Thus, if a Masterwork Mighty Composite Longbow is placed within the saddlebags, the Piercing, Missile, and one of the Two-handed Weapon slots are filled, and the saddlebags will accept no other piercing or missile weapons, but a bow of the type put in will always be available (so long as the saddlebags are).

Items destroyed, lost, stolen, sold, or otherwise disposed of DISAPPEAR, reforming within the saddlebags. Once an item has been added to the saddlebags, it cannot be replaced with another item. It permanently remains part of it... Choose wisely, as you'll be stuck with your choice! :eek:

(Note that, when found, many saddlebags will already have all of the insertable items chosen. Also, if any gear from the saddlebags is sold, it will soon disappear, probably bringing cries of "Thief!" down on the PC, when it is discovered in his or her saddlebags, yet again!)
 
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Everwear

Everwear - Regardless of type, Everwear never wears out, gets dirty, full of holes, or even damaged by caustics nor Sonics. The wearer, however, is NOT likewise protected... Everwear always appears neat, unstained (although it can get dusty), and in new condition, dapper and fresh-pressed. Beloved by Aristocrats, Bards, and Councillors, Everwear is the last suit of clothing that you will ever need!
 

Socks of Tireless Walking

Socks of Tireless Walking - So long as the wearer moves no faster than a hustle, these socks totally negate fatigue from forced marching, long walks, etc., allowing the wearer to continue movement without risking exhaustion, until the need for sleep sets in.

:eek:
 

Icb

Intensive Care Bed - This stationary bed is used to aid invalids, and those recovering from serious injury. When confined to it for 24 hours, straight, this magical bed acts as a Healer giving long-term care via the Heal skill, allowing faster acquisition of HP.
 

Just Thought I'd Add...

Steverooo said:
Intensive Care Bed - This stationary bed is used to aid invalids, and those recovering from serious injury. When confined to it for 24 hours, straight, this magical bed acts as a Healer giving long-term care via the Heal skill, allowing faster acquisition of HP.

Other beds of this type include the Birthing Bed,the Sick Bed, and the Bed of Restful Sleep. The last popular with wizards, clerics, and overworked seneschals.

Items such as the Comforter of Calming, the Comforter of Easy Breathing, and the Pillow of Pleasant Dreams can sometimes be found in association with these beds.

In Oriental lands the furniture comes in the form of tatami. In Urban Arcana settings these would be used with a futon.

And something different: The Pet Owner's Cage. This item can be set up to provide for your pets while you are out on business. Food, water, even a calm and soothing voice are made available for the animal. When you are at home it will remind you when the animal needs care.

While called a 'cage' the item is more often in the form of a integrated center featuring food and water dishes, plus items for the animal's entertainment and distraction. Please note that it will not take the place of a companion for social animals such as dogs and parrots. The cage version is usually reserved for small animals such as hamsters, rats, and songbirds.

Along that line, the Collar/Harness of Flea Doom. This item either kills or drives away external parasites such as lice, ticks, and fleas. A similar item, Worms Woe performs the same function for internal parasites. The Bane of the Leech combines both functions, but costs correspondingly more.

And speaking of entertaining your pets, The Mouse of Jade. Named after an item of legend, this miniscule construct is not made of jade (sorry about that), and sometimes it's not in the form of a mouse. It is durable, and can provide hours of entertainment for your pet. Some models are enchanted with a sort of scrying you can use to keep tabs on your critters, or on any visitors or intruders who came within the item's field of vision.

And there my rush in inspiration ends. Hope you find these useful.
 

While this doesn't totally qualify, one of my favorite items that an old character of mine had was a newspaper -- "The Hell You Say, Newsletter of the Damned". Like the Harry Potter style paper, pictures move and articles change. Whenever I got too bored in the game, I would start "reading" articles out loud to the other characters. The Classifieds were extremely useful, and a few of the Power Gamers fell into the trap of my oh so clever GM who would allow them to "buy" almost any magic item/power/whatever they wanted, for a price. This usually ended up with such character being extremely powerful for a game session or so, then becoming an NPC villian when the "loan" was called due. And some of the same players fell for it over and over. GM didn't mind, cause he rarely had to create new villians. I personally never fell for the trap.

Then again, this was the same GM who forced this same character to play a basketball game with the Greek Pantheon. One on one with Hermes. I won, cause I actually had a set a Air Jordans, and everybody knows "Greek Gods Can't Jump".

skippy
GM of The Cursed Earth Campaign
 

I had a an elderly, married couple of NPC wizards whose mansion the PCs looted. They were retired from adventuring and were now into shipping and managing the local branch of world-wide arcane order. They had a son (WIZ) and a daughter (Eldritch Knight), both young adults, but still living in the family mansion. (Yeah, my players ALWAYS pick the right guys to mess with... :p )

Obviously, the mansion was full of useful, minor items:

Drinks-cabinet that kept bottles chilled; a "refrigerator"; a self-cleaning, self-heated swimming pool in the basement; toilets/garbage disposals that teleported whatever went into them to a cave below the house. There were also several wands containing a zero-level spell made by the family; one they called "Servant Call". It's basically a Sending spell that lets you send one word (long range, no reply possible). They'd send the word "library" to the butler to let him know he was wanted in the library, for example...
 

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