Main Logo

Portable Headquarters (D20 Rules)

Contents

Contact

NOTE:- This article contains material derived wholly from the D20 SRD and is published under the terms of the Open Gaming Licence. The whole of this article is open gaming content.

The version of the Open Gaming Licence we are publishing under, together with the appropriate copyright notices can be found here.

Rules For The Magical Servants

The magical servants are souped-up awakened versions of the unseen servant spell and have the following statistics:

Barman

Male magical servant; CR-; Medium-size magical entity; HD 1; hp 6; Init +0; Spd 15 ft; AC 10; Atk -; Face/Reach 5 ft. by 5ft./5ft.; SQ Partial invulnerability; AL N; SV Fort +0, Ref +0, Will +1; Str 2, Dex -, Con -, Int 10, Wis 12, Cha 14.

Skills: Bluff +17, Profession (Bartender) +16, Sense Motive + 16

Partial Invulnerability: This is as for the unseen servant spell, but with the addition that the servant will also dissipate if you attempt to send it outside the area of the backpack.

The Barman is able to mix any drink the players care to mention and some that they'll never have heard of. His Bluff and Sense Motive skills allow him to be the perfect shoulder to cry on. They also allow him to feed you any line of bull that he thinks you'll want to hear on any variety of subjects that you're convinced he's an expert on.

Cook

Male magical servant; CR-; Medium-size magical entity; HD 1; hp 6; Init +0; Spd 15 ft; AC 10; Atk -; Face/Reach 5 ft. by 5ft./5ft.; SQ Partial invulnerability; AL N; SV Fort +0, Ref +0, Will +0; Str 2, Dex -, Con -, Int 10, Wis 10, Cha 8.

Skills: Profession (Cook) +15

Partial Invulnerability: This is as for the unseen servant spell, but with the addition that the servant will also dissipate if you attempt to send it outside the area of the backpack.

The Cook is capable of preparing a banquet fit for a king at a moment's notice (of course this assumes that the PCs have stocked his larder with the finest ingredients). He doesn't suffer fools gladly, and is curt with anyone who enters his domain without showing him the respect he believes is his due. Think Gordon Ramsey on a particularly bad day, double it, and you may get some idea of what he's like if annoyed.

Healer

Male magical servant; CR-; Medium-size magical entity; HD 1; hp 6; Init +0; Spd 15 ft; AC 10; Atk -; Face/Reach 5 ft. by 5ft./5ft.; SQ Partial invulnerability, Skill bonuses; AL N; SV Fort +0, Ref +0, Will +1; Str 2, Dex -, Con -, Int 14, Wis 12, Cha 12.

Skills: Alchemy +17, Heal +18, Profession (Herbalist) +6

Partial Invulnerability: This is as for the unseen servant spell, but with the addition that the servant will also dissipate if you attempt to send it outside the area of the backpack.

Skill Bonuses: The Healer will have a +2 to his Alchemy and Heal skill checks but only if the players or previous occupants haven't sold or destroyed his workshop.

The Healer has a professional and no-nonsense approach to his job. Although courteous, and possessing a good bedside manner, he doesn't take kindly to patients who fail to heed his orders, and is not above the judicious application of a sleeping draught to keep them in line.

Weaponsmith

Male magical servant; CR-; Medium-size magical entity; HD 1; hp 6; Init +0; Spd 15 ft; AC 10; Atk -; Face/Reach 5 ft. by 5ft./5ft.; SQ Partial invulnerability, Skill bonuses; AL N; SV Fort +0, Ref +0, Will +0; Str 2, Dex -, Con -, Int 12, Wis 10, Cha 10.

Skills: Craft (Armoursmithing) +16, Craft (Weaponsmithing) +16

Partial Invulnerability: This is as for the unseen servant spell, but with the addition that the servant will also dissipate if you attempt to send it outside the area of the backpack.

Skill Bonuses: If the PCs (or previous occupants) have not sold or destroyed his workshop, the Weaponsmith has a +2 to his Craft skill checks.

The Weaponsmith can repair, and even fabricate, any type of armour of weapon, provided that his reserve of materials is kept stocked. Due to the low Strength of the magical servant, Telekinesis via the backpack's Limited Wish power is used to provide the muscle power necessary for smithing.

Valet

Male magical servant; CR-; Medium-size magical entity; HD 1; hp 6; Init +0; Spd 15 ft; AC 10; Atk -; Face/Reach 5 ft. by 5ft./5ft.; SQ Partial invulnerability; AL N; SV Fort +0, Ref +0, Will +4; Str 2, Dex -, Con -, Int 18, Wis 18, Cha 18.

Skills: Bluff +19, Diplomacy +19, Profession (Valet) +19, Sense Motive +19

Partial Invulnerability: This is as for the unseen servant spell, but with the addition that the servant will also dissipate if you attempt to send it outside the area of the backpack.

The Valet is the true epitome of the gentleman's gentleman. Never ruffled, he always appears perfectly in control. His is the ability to know exactly what is required by his masters at any given time, usually even before they do. More intelligent, knowledgeable and personable than the average player, he is Jeeves to the their bumbling Wooster.

Courtesan (Lady of the Night)

Female magical servant; CR-; Medium-size magical entity; HD 1; hp 6; Init +0; Spd 15 ft; AC 10; Atk -; Face/Reach 5 ft. by 5ft./5ft.; SQ Partial invulnerability; AL N; SV Fort +0, Ref +0, Will +1; Str 2, Dex -, Con -, Int 10, Wis 12, Cha 18.

Skills: Bluff +19, Knowledge (Sexual Techniques) + 15, Profession (Lady of the Night) +16, Sense Motive +16

Partial Invulnerability: This is as for the unseen servant spell, but with the addition that the servant will also dissipate if you attempt to send it outside the area of the backpack.

The Lady of the Night is expert in matters of the bedroom (or anywhere else within the backpack that you care to summon her - the privies, for example, if that's your particular bag). She is a veritable encyclopedia of all things sexual, possessing knowledge of multiple techniques and perversities. Through the use of her Bluff and Sense Motive skills she is able to make you believe that you're the biggest and best she's ever had.

Rules For Finding Things

Over time, the average adventuring group will probably shove many thousands of items into the basement. It's most likely that they will make no effort to organise these items. They'll just shove it all in there, in the blissful expectation that when they need it, they'll be able to find it.

Oh no...

The rules below can be used to find items from the basement, but could also be used in other areas.

Keeping Track Of What Is In There

As GM, you should insist that the players keep a master list of the items in the basement. Everytime an item is removed from the basement, even if only temporarily, it should be crossed off. If it is then put back in, then it should be re-written in at the end.

Attempting To Find Something

1) Work out the standard level of difficulty based on position.

This is based both on how many items are in the area and how long ago the particular item was placed in the area.

0-50 items51-100 items100-500 items500+ items
Oldest quarterDC5DC10DC15DC20
2nd oldest quarterDC4DC8DC12DC16
2nd newest quarterDC3DC6DC9DC12
Newest quarterDC2DC4DC6DC8

Example:

You have a list of 200 items, going from oldest to newest, and the item being looked for is 72 on the list. This puts it in the second oldest quarter (items 1 to 50 are the oldest quarter, 51 to 100 are the second oldest quarter, 101 to 150 the second newest quarter and so on).

2) Calculate modifiers based on the size and visibility of the item (categories taken from the DMG).

Obviously, the bigger the item, and the more visible it is, the easier it is to find.

Fine (e.g. fly-sized)+12 to DC
Diminutive (e.g. toad-sized)+6 to DC
Tiny (e.g. cat-sized)0
Small (e.g. halfling-sized)-4 to DC
Medium (e.g. human-sized)-8 to DC
Large (e.g. horse-sized)-12 to DC

3) Making the roll to find

Having calculated the difficulty class, the character can now roll against his Search skill.

It is allowable to "take 10" or to "take 20". If you "take 20" that basically means that you have physically shifted every single item one from end of the area to the other, one-by-one.

(See below for how long this will take).

4) Calculating how long it will take

The amount of time taken to find something depends on the amount of items in the area:

0-50 items51-100 items100-500 items500+ items
Normal search
(inc "take 10")
1 round1 minute4 minutes10 minutes
"Take 20"2 minutes20 minutes80 minutes200 minutes

5) Coping with the rage caused by being unable to find something

We all know that there is no feeling of rage to compare with that of being unable to find something that you *now* that you have, knowing that you are going to have to buy a replacement for something which you already have, but is lost somewhere within your house.

Characters who are unable to find something which is in the basement will feel feelings of extreme rage. If other characters are still to make search rolls then they will be able to contain their rage, but if they are the last person to try, meaning that the item is now lost and there's nothing they can do about it, then failure on the search roll requires a Save vs Will roll.

The DC for this roll is 10 + a modifier based on the importance of the item.

Trivial importance-5
Would have been useful-2
Can cope without it0
Needed it+2
Death will result from its absence+5

If this roll is failed, then the character will strike out in rage (or kick out) at a random item. This item will be destroyed, if it is a fragile non-repairable item, or damaged, if a repairable item. Alternatively, if it is a considerable item, the GM can assign a hardness and hit points to it, and then handle this as an "attack" to determine damage.

To determine which item is damaged, roll the following dice:

0-50 items51-100 items100-500 items500+ items
D202D20D100D1000

Whatever number is rolled, count that much from the end of the list of items in the area.

Example:

If there are 17 items stored in the area, and you roll 3, it will be the 15th items that is attacked.

If you roll a number that is more than the number of items stored, then the "blow" misses and no items are destroyed.

Note: It is possible for the character to lash out and destroy the very item that he failed to find. This is quite funny when it occurs.

What Is The Portable Headquarters Worth?

Caster Level: 13th; Prerequisites: Craft Wondrous Item, Limited Wish, Mordenkainen's magnificent mansion; Market Price: 371,105 gp; Weight: 20 lb.

Item Pricing (using rules from WTC11845 Tome and Blood)

Limited Wish (used to provide all the miscellaneous spell effects): This is a 7th-level spell which is use activated, so the price is
7 x 13 x 2000 = 182,000 gp.

Mordenkainen's Magnificent Mansion: This is a 7th-level spell which is use activated, so the price is
7 x 13 x 2000 = 182,000 gp

Alchemy: Skill bonus of 15, so the price is
15 x 15 x 20 = 4,500 gp.

Bluff: Skill bonus of 15, so the price is
15 x 15 x 20 = 4,500 gp.

Craft (Armoursmithing): Skill bonus of 15, so the price is
15 x 15 x 20 = 4,500 gp.

Craft (Weaponsmithing): Skill bonus of 15, so the price is
15 x 15 x 20 = 4,500 gp.

Diplomacy: Skill bonus of 15, so the price is
15 x 15 x 20 = 4,500 gp.

Heal: Skill bonus of 15, so the price is
15 x 15 x 20 = 4,500 gp.

Knowledge (Sexual Techniques): Skill bonus of 15, so the price is
15 x 15 x 20 = 4,500 gp.

Profession (Bartender): Skill bonus of 15, so the price is
15 x 15 x 20 = 4,500 gp.

Profession (Cook): Skill bonus of 15, so the price is
15 x 15 x 20 = 4,500 gp.

Profession (Herbalist): Skill bonus of 5, so the price is
5 x 5 x 20 = 500 gp.

Profession (Lady of the Night): Skill bonus of 5, so the price is
15 x 15 x 20 = 4,500 gp.

Profession (Valet): Skill bonus of 15, so the price is
15 x 15 x 20 = 4,500 gp.

Sense Motive: Skill bonus of 15, so the price is
15 x 15 x 20 = 4,500 gp.

To estimate the Headquarter's final price, we take the full price of the most expensive power (Limited Wish), then add three-quarters of the price of next most expensive power (Mordenkainen's Magnificent Mansion) and one-half of the price of each of the remaining powers.

182,000 x 1 = 182,000 gp
182,000 x 0.75 = 136,500 gp
4,500 x 0.5 = 2,250 gp
4,500 x 0.5 = 2,250 gp
4,500 x 0.5 = 2,250 gp
4,500 x 0.5 = 2,250 gp
4,500 x 0.5 = 2,250 gp
4,500 x 0.5 = 2,250 gp
4,500 x 0.5 = 2,250 gp
4,500 x 0.5 = 2,250 gp
4,500 x 0.5 = 2,250 gp
4,500 x 0.5 = 2,250 gp
4,500 x 0.5 = 2,250 gp
4,500 x 0.5 = 2,250 gp
500 x 0.5 = 250 gp

Total = 370,500 gp

Added to this are the following mundane items.

Alchemist's lab = 500 gp
Artisan's tools, masterwork = 55 gp
Healers kit = 50 gp

Total = 605 gp

So the final cost for this item is.

370,500 + 605 = 371,105 gp