Adventure Hook: Trapped in a Bottle
December 17th, 2009The PCs awake to find themselves trapped in a bottle. It’s not very apparent to them right away what is going on (this is a great chance for a GM to describe the setting and allow the players to muddle it out.)
Once the PCs figure out their circumstances and fail to gain egress from the bottle a few times, the bottle rattles, shakes and then they suddenly find themselves in a well-appointed room laid out in a Middle Eastern style. A large blue genie stands over them and orders them to do his bidding. The genie is quiet amused by the turn of events and seems to relish in making the PCs dance and do his tasks.
How will the PCs get out of their predicament? What will the genie have them do? How many tasks must they perform before the genie, if ever, lets them out of the bottle for good?



