Monday, August 29, 2016

Magic Bottles

Mason Jar

When dashed upon the ground, this jar shatters into 33 identical, though non-magical, jars.


Fill this glass pint bottle with wine or spirits and pass it around telling stories of a place or person, toasting each with "Wine scry, bottle mine". Whoever finishes the bottle can look through the mouth and see the subject of the tales through the bottom, like a terrible telescope. They're likely drunk by this point.

Witch Bottle

You must fill this bottle with three things: something of you (blood, or pee, or tears); something that binds (soil, or sand, or wine); and something sharp (nails, or pins, or evergreens).

The next time you would fail a saving throw against magic, the witch bottle instead fails for you, trapping the spell within it. It has a 1-in-6 chance of becoming a potion relevant to the spell it captured.

Killing Jar

Any creature closed in this quart-sized jar must pass a saving throw each round or die.

Moss-Glass Flask

Milky glass heavily flecked with furzy, dark-green spots makes the walls of this elaborate flask. Its stopper is carved from the pit of some unknown fruit.

This functions as an iron flask, but instead imprisons fey, and is significantly more breakable.

Jugged Hare

A gallon clay jug holds a long-dead rabbit in aspic and stringent herbs under a thin layer of the creature's own fat. If the jug is shattered, the creature lies still a round, before commencing to slowly crawl about, gasping and fluttering its hind legs. This pathetic minor undead cannot take commands or even defend itself, serving perhaps only as incriminating evidence or a minor diversion before expiring in a turn.

Alternatively, a tasty ration for two!

Hoard Gourd

This narrow-necked dry squash can hold any number of coin-sized items, but they must be placed into it one at a time. Each takes a round to poke down, or a round to shake out, and order of retrieval is not assured.

When discovered, choose a coin type appropriate to the situation (copper for goblins, gold for dragons, as the saying goes). Roll as many d6 as seem appropriate, but each explodes on a 5 or better. Add rings or gems on doubles.

A general sense of the number of items the gourd holds can be had by shaking it, from a dull rattling for a single coin to a distant sloshing and sliding for thousands of coins. Breaking it open reveals only a dry, pithy interior and a many tiny seeds. They're actually sufficient to serve as a ration.

However, if the seeds are sown over an acre or so of fair soil, and cared for as a crop over the course of a year, roll 2d6 here, modified as appropriate by the skill of the farmer:
  • 3 or less: This harvest appears healthy, but anyone eating of it instead suffers as if they have starved a day. Anyone who dies of this starvation rises as a zombie the next day. (Use your favorite plant-zombie.)
  • 7-4: A healthy crop of gourds, particularly well-suited to preservation.
  • 8-9: As above, plus 1d4 empty hoard gourds, if the farmer is clever enough to recognize them.
  • 10 or more: As above, plus one hoard gourd has drawn something precious into it as it grew.


A round glass bottle whose bottom half is wrapped in straw, some of which is hitched upward to connect with the neck, forming a handle. It is a void of good luck and proper decision making - when opened, such things within a large range are sucked into it and devoured.

No critical hits or critical successes are possible within this area. Spells that grant bonuses to attacks, checks, or saving throws are suppressed. Fumbles, failures, and penalties all operate normally.