Bottle Trap
Passive Ability
-300 gp

A target that enters the space of an upright, empty bottle must succeed on a DC 16 Willpower or be drawn into the bottle, and a cork or stopper appears to close the bottle.

The trapped target can see and hear through the bottle out to 10 feet, and any creature in that range can hear the haint. The haint is released if the bottle breaks or another creature opens it.

Attached Items
# Type Name
1 Creature Wayward Haint
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music