AD&D Bucknard’s Everfull Purse
Sometimes the most dangerous magic items are not swords or wands. They are the quiet ones. The ones that just… work.
Bucknard’s Everfull Purse is one of those. Every morning it makes coins. If you feed it one of each type of coin, the next morning you get 26 of each back. Depending on the roll, you might even get gems.
It is not flashy. It is not going to save you in a fight. But it will absolutely change how your players think.
Give it to them early and watch what happens. Do they use it for good? Do they hoard the wealth? Do they start throwing money at every problem? It is a great way to tempt them without a single combat roll.
From a DM perspective, this is gold. Literally. You can use it to drive storylines. Make it cursed. Make it wanted by a guild or noble family. Let it work for a while, then take it away. Watch the panic set in.
It can also destroy an economy if left unchecked. That is where you get political tension. Merchants start closing their doors to outsiders. Guards start watching the party more closely. The purse is not a weapon, but it can start wars.
The beauty of Bucknard’s Everfull Purse is that it never has to be about the coins. It is about what the coins make people do. And in the hands of the wrong person… that is worth more than any dragon’s hoard.
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The description states if ONE coin is placed in the purse then it duplicates, I take that as meaning one coin and one only, if you leave two coins it won't work, that is why when found it only has 26 and isn't bursting.
As a side note it took me while to realise why 26, you have to take out 25 and leave one behind.