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Box of Holding and Traveling Edit
This looks like some windowless container ranging from one to eight 5' cubes in size. There is a locked door on it. On the inside of the container there are rooms with a total volume of 200 5' cubes. At the center of the main room, there is a cylinder surrounded by control panels.
The Box can manufacture keys to unlock the door to its entrance; it may create up to one key every 24 hours.
The control panels can be used to transport the Box of Holding and Traveling to any place and time on the same plane, provided that you make sufficiently good Knowledge (Arcana) checks.
Once you have done the checks, the Box takes 1 round fading out of existence while making a horrible scraping noise, and another round fading back into existence in the targeted time and place (or wherever it is you manage to end up) while making a horrible scraping noise. It takes some amount of time (dependent on how well you did your Knowledge (Arcana) checks; if you travel through both space and time, the delays are additive) before the Box can be used as a transport again.
A successful DC 20 Use Magic Device check and 16 hours of work can accelerate the recovery of the Box by one day; this check may be done any number of times, but only once per day. For every 5 points you beat the Use Magic Device check by, the recovery is accelerated by one more day.
|Knowledge (Arcana) Check||Where you end up||Time before Box can be used again|
|-||Somewhere on the plane||1d6 months|
|5||The target location, give or take 2d100 light years||3d8 days|
|10||The target location, give or take 4d12 light days||1d4 days|
|15||The target location, give or take 1d4 light minutes||1d8 hours|
|25||The target location, give or take 5d12 hundred miles||1d20 minutes|
|30||The target location, give or take 1d100 × 5 feet||1d20 rounds|
|35||The target location||1 round|
|Knowledge (Arcana) Check||When you end up||Time before Box can be used again|
|-||Some point in time||1d6 months|
|5||The target time, give or take 5d100 years||3d8 days|
|10||The target time, give or take 1d20 years||1d4 days|
|15||The target time, give or take 1d20 months||1d8 hours|
|25||The target time, give or take 1d20 days||1d20 minutes|
|30||The target time, give or take 1d20 hours||1d20 rounds|
|35||The target time||1 round|
While it is possible to alter the course of history with a Box of Holding and Traveling, it is more difficult than one would logically expect. Time travel follows the following guidelines:
- If you don't know how something will work out, everything you do has already been done by you; if you didn't know what the past was like before, you don't change it.
- If you actively try to change an event, you must make a DC 20 Will save or DC 30 Bluff check to try not to think about the consequences of that event. If you fail, 2d6 time hunters will come and eat nearby people.
- The consequences of your actions are generally minimized; for example, if you do something like kill a major world leader at birth, it's likely that the leader who replaces them will have similar views.