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<blockquote data-quote="wingsandsword" data-source="post: 5865807" data-attributes="member: 14159"><p>In an old 2e campaign, we had The Great Bottle.</p><p></p><p>Kind of a plain name, but it was an artifact-scale bottle, think something kind of like a genie's bottle. A combination magic weapon, base of operations, and mega-dungeon. It was given to us by our NPC patron: an epic-level wizard who was in the process of attempting divine ascension. Apparently it was thousands of years old and had been through a number of owners in that time.</p><p></p><p>It looked like a large and ornate "genie's bottle" crafted of brass with many gems and fittings of precious and exotic metals. Instead of a stopper, the top of the bottle had a set of six rings that fit over the lip.</p><p></p><p>The bottle itself was virtually indestructible, and if swung as a weapon essentially counted as a +1 Mace. That was the most mundane and pathetic under-use of it's powers though.</p><p></p><p>If you wore one of the rings, as long as you were within 30 feet of the bottle you could will yourself to enter the bottle, and instantly teleport inside. Once inside you could only leave through the portal room in the top floor, which held a one-way portal to the outside world (even if wearing a ring, it would only work inside the top level of the inside)</p><p></p><p>The bottle was a vast extradimensional space, the size of a large city. The insides were laid out like the shape of the bottle, and upon entering you'd be at the lip of the bottle. The top part of the "neck" was outfitted like a palace. Luxurious and comfortable, with any amenity you could want. Adventurers found the libraries, forges, workshops, laboratories, gymnasiums and training halls to be particularly useful. </p><p></p><p>Going to deeper levels you got into much of the neck being empty storage space: warehouses and such. Further down the bottle, there were warded and sealed doors. Passing through them into the levels that hadn't been cleared of monsters yet, it was a mega-dungeon of dozens and dozens of levels each the size of several city blocks. Most of the monsters were fairly mundane, but apparently a previous owner had something of a zoo in there, leading some parts to have exotic and very dangerous creatures wandering around in some parts.</p><p></p><p>In the campaign, swinging it as a weapon almost never happened, but it became our main base of operations for the rest of the campaign, and if the DM was stumped for an adventure or we just wanted to beat up monsters and let off steam we could just go and clear out another level of the bottle-dungeon.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 5865807, member: 14159"] In an old 2e campaign, we had The Great Bottle. Kind of a plain name, but it was an artifact-scale bottle, think something kind of like a genie's bottle. A combination magic weapon, base of operations, and mega-dungeon. It was given to us by our NPC patron: an epic-level wizard who was in the process of attempting divine ascension. Apparently it was thousands of years old and had been through a number of owners in that time. It looked like a large and ornate "genie's bottle" crafted of brass with many gems and fittings of precious and exotic metals. Instead of a stopper, the top of the bottle had a set of six rings that fit over the lip. The bottle itself was virtually indestructible, and if swung as a weapon essentially counted as a +1 Mace. That was the most mundane and pathetic under-use of it's powers though. If you wore one of the rings, as long as you were within 30 feet of the bottle you could will yourself to enter the bottle, and instantly teleport inside. Once inside you could only leave through the portal room in the top floor, which held a one-way portal to the outside world (even if wearing a ring, it would only work inside the top level of the inside) The bottle was a vast extradimensional space, the size of a large city. The insides were laid out like the shape of the bottle, and upon entering you'd be at the lip of the bottle. The top part of the "neck" was outfitted like a palace. Luxurious and comfortable, with any amenity you could want. Adventurers found the libraries, forges, workshops, laboratories, gymnasiums and training halls to be particularly useful. Going to deeper levels you got into much of the neck being empty storage space: warehouses and such. Further down the bottle, there were warded and sealed doors. Passing through them into the levels that hadn't been cleared of monsters yet, it was a mega-dungeon of dozens and dozens of levels each the size of several city blocks. Most of the monsters were fairly mundane, but apparently a previous owner had something of a zoo in there, leading some parts to have exotic and very dangerous creatures wandering around in some parts. In the campaign, swinging it as a weapon almost never happened, but it became our main base of operations for the rest of the campaign, and if the DM was stumped for an adventure or we just wanted to beat up monsters and let off steam we could just go and clear out another level of the bottle-dungeon. [/QUOTE]
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