Pocket Tent (3.5e Equipment)

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At first glance, a Pocket Tent appears to be nothing more than a small, if well made, sealed leather satchel that just barely fits inside a belt pouch. However, when placed upon the ground and a command word is spoken it expands to the size of a normal 2 person tent. Anybody who passes through the entry flaps discovers it to be something more.

The front entry flaps open into a 15' by 15' room with walls that appear to be a mixture of stone and force energy. The flaps may also be secured with an Arcane Lock spell, though they may still be cut through normally. Cutting any part of the tent other than the flaps temporarily cuts off access to the insides until it is repaired, any creatures inside appear in the nearest unoccupied space outside the now-defunkt tent. It is impossible to cut out of the tent from the inside. Cutting the flaps merely cuts an easy entrance to the inner dimensions of the tent, with no collapse of the dimensions (though the tent flaps will remain damaged until repaired). It is possible to use spells such as Teleport to leave the tent, though interplanar teleportation methods must be used to teleport back inside of it.

The same command word once again shrinks the tent down to "satchel" size. Any inanimate objects remain as such, and are in exactly the same location within the tent when it is later opened again. Living creatures must exit the tent before it can be collapsed.

Four versions of the Pocket Tent exist, each with more 15' by 15' rooms than the last. Other interior rooms are linked to the "foyer" room by iron-bound wooden doors with no locks provided by default. The most common uses of such extra rooms are bedrooms with beds, an arcane laboratory or workshop, or a meditation chamber.

The Type I Pocket Tent has but one room, and has a base market value of 5,000 gold pieces. The Type II has two rooms and a price of 10,000. The Type III possesses three rooms and costs 15,000 GP. The Type IV has four rooms and is worth 20,000 GP.

Cost to Create: Craft Wondrous Item, Leomund's Secret Chest, Rope Trick, Leomund's Secure Shelter, 2.5k GP and 200 XP (Type I), 5k GP and 400 XP (Type II), 7.5k GP and 600 XP (Type III), or 10k GP and 800 XP (Type IV)

Note for DMs[edit]

You as the DM are well within your rights to say that "X item cannot be inside it when you compress the tent" if you see the players using the tent like they would a Bag of Holding and you do not approve of it. Furnishings, books, and wizard's laboratory stuff however, is part of the tent's purpose, so these things may be placed without interruption as long as it does not get excessive. As the DM, you could also rule to prevent misuse that the tent can only hold so much weight when compressed, or that it weighs one twenty-fifth the weight of its contents when compressed.

In addition, objects such as a Bag of Holding, Heward's Handy Haversack, Portable Hole and the like do not wreak havoc on the inner dimensions unless two conditions are met: 1 - they must be being actively accessed and 2 - you, as the DM, must decide that it suits your campaign and that you will endure the rage at the loss of the wizard's twelve spellbooks.



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