
Cassandra_e |
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I'm thinking of working this into a campaign, probably as the "bottle of holding" version. I have some ideas of ways to keep the crew from using it to just pocket their ship, though.
First of all, being magically pulled into the bottle isn't going to be comfortable. Think of the people being transported in "Galaxy Quest", where they get stretched, and thrown across the galaxy, and arrive quivering and in shock. I plan to describe an effect similar to that; it won't do damage to any sailors, but none of them will ever want to go through it again. In fact, some will be torn by wanting out of the bottle right away, and dreading going through the experience again on the way out. (Actually, I plan to just 'poof' ships OUT of the bottle.)
Second, once inside the bottle, everything can be upset if the bottle is badly shaken. The idea comes from this thread.
Shaking the bottle does upset the contents but they eventually settle into the same or other formation of a shipwreck. The survivors feel pain and panic as their world trembles and heaves but they recover automatically when the abuse ceases. The slow settling process after being shaken is reminiscent of a snow globe.
I will assume that due to the magic of the bottle, neither the ship nor the crew inside the bottle take actual damage from being shaken, nor can someone die.
With these two things combined, no ship's crew will ever consent to go into the bottle a second time, and they would fight to avoid it. On the other hand, putting a ship in the bottle without a crew is not a good idea either. The ship itself might not be harmed if the bottle is shaken, but supplies could be washed overboard or other troubles arise. I don't intend that the crew will be able to use the bottle as a convenient way to escape docking fees or being spotted in a port.