DCC Treasure - Portable Hole

 

So, my players got a portable hole …

I
 expect a lot of hijinks with this – I took the 2nd edition AD&D write up for it and clarified it a little bit for DCC.  It’s pretty rules light.

I
’ve been pretty quiet on the blogging front, because all the stuff I’ve written for our campaign in the last few months isn’t a not-secret-from-my-players yet.  But I can share this as they cast Detect Magic with a 27 result …

Got some old school treasure you want converted and posted here?  Drop me a note at archadethered@gmail.com. 


Portable Hole

     A portable hole is a circle of magical cloth spun from the webs of a wraith spider.  When opened fully, a portable hole is 6 feet in diameter, but it can be folded as small as a pocket handkerchief. When spread upon any surface, it causes an extra-dimensional hole 10 feet deep to come into being. This hole can be "picked up" from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.

     The only air in the hole is that allowed by creation of the space, so creatures that need to breathe cannot remain inside for more than 1 turn without opening the space again or begin to suffocate.

     The cloth does not accumulate weight even if its hole is filled (with gold, for example). Each portable hole opens on its own particular nondimensional space.

     If a bag of holding is placed within a portable hole, a rift to the Astral Sea is torn in the space, remaining for 1 turn before dissipating, and the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to a random ghost world that lasts for just a moment, and the hole, bag, and any creatures within a 10-foot radius are drawn to this new plane of existence.  The portable hole and bag of holding being destroyed by doing this.