Alisara’s repository of misplaced things is a large
oxblood leather sack 3ft. long and 1 1⁄2 ft. wide. It
cannot be used to store anything.
Spacious Repository
The repository will gather lost objects from all over the realm. The bag prior-
itizes the lost objects of the owner of the bag, but occasionally gathers items of unknown origin from
elsewhere and despite this, never grows heavier. When you reach towards the opening, an item coat-
ed in an oily rainbow sheen appears, sticking out ofthe bag. Once removed from the bag, the oily coat-
ing can be peeled off, dissipating into the air within 1 minute regardless of whether or not it was removed
from the item. The item size is irrespective of the size
of the sack. Mysteriously, no one can reach into the
sack, even when an item fails to appear.
Divested Gifts
The repository can release some
of the items from its storage and gift them to you
regardless of who owned them previously. Though
the magic of the bag may grant possession of an
item to you, the original owner of the item may feel
differently about the matter.
Lost Things Found
Each day that passes, an item
you lose can be retrieved through the power of
the repository. For each day this power is not used
there is a chance the next thing to be retrieved from
the repository will be something lost from someone
else other than you. This power can be used once per day without expending a charge. The repository starts with 10 charges, and regains 1d4 charges daily at dawn. You can expend these charges by
touching the lip of the repository and desiring to
see what is inside. You choose how many charges
to spend and an effect is generated as long as there
are sufficient charges within the repository. Below
is a list of the effects that may occur when charges
are spent.
Notes: 1 Charge. A mundane and usually expendable item. Roll a d10 or the Game Master can determine what the most useful item would be under present circumstances. 1 A carefully wrapped box of drinks, meats, breads, and cakes for 4 people 2 Medicinal herbs that count as a one use of a healer’s kit 3 10 ft. of silk rope 4 A bundle of 4 torches 5 5 arrows 6 A set of common clothes (they were definitely repaired at some point) 7 A sling and a bag of 20 sling bullets 8 A random assortment of coins (equal to 21 (6d6) copper pieces) 9 Climber’s kit 10 A trinket 2 Charges. Tools or alchemical supplies. Roll a d10 or the GM can determine what the most useful item would be under present circumstances. 1 Holy water 2 Potion of healing 3 Alchemist’s fire 4 Antitoxin (vial) 5 Arcane focus 6 A saddle 7 Tinker’s tools 8 Alchemist’s supplies 9 Thieves’ tools 10 A book 3 Charges. Potion, scroll, or an expendable magic item. Roll a d8 or the GM can determine what the most useful item would be under present circum- stances. 1 Poison, basic (vial) 2 Several pages of a spell book with some spells on them 3 A scroll that contains a 1st level spell 4 A token of the natural world 5 A potion of climbing 6 A potion of greater healing 7 A token of minor magic 8 A token of the warrior 5 Charges. A new type of magic item called a charm. Roll a d12 or the GM can determine what the most useful item would be under present circumstances. 1 Charm of Fated Outcome 2 Charm of Fey Blood 3 Charm of Instinctual Senses 4 Charm of Dimming 5 Charm of Eldritch Eyes 6 Charm of Planeswalking 7 Charm of Knowing 8 Charm of Oaken Limbs 9 Charm of Unchained 10 Charm of Vigor 11 Charm of Energy 12 Charm of Fortitude
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