Crown of Flame and Ash | Tunnel Lane | Albin Ilma | Five-Barrow Hill | Six Odd Things in a Tavern Bedchamber
Crown of Flame and Ash
Artifact | Extraplanar
Part of the ancient and eternal regalia of the efreeti lords of the City of Brass, the Crown of Flame and Ashis a powerful magic item said to contain powers similar to those held in the most powerful of artefacts.
Forged from the primal essence of the elemental plane of fire, the Crown of Flame and Ash coruscates fiery light. A crown of living, writhing flame, it grants its wearer extensive powers over fire. It also enables the wearer to conjure forth raw magma and to shape it into almost any desired form.
The crown was stolen long ago from the efreeti lord’s Scintillating Palace, and he ever seeks it. The crown has passed through many hands since its theft. Few folk possess the might to keep it for long and fewer still possess the arcane knowledge to utilise its powers in full. Various disasters such as the devastating eruption of the Burning Mountain and the subsequent destruction of the island paradise on which it stood are thought linked to the ill-advised use of the crown’s powers.
See Also: The Burning Mountain
Tunnel Lane
Slum | Urban
Tunnel Lane is aptly named. Deep in the slums, Tunnel Lane’s tenebrous depths do not see the light of day thanks to the actions of a series of shoddy builders and avaricious landlords intent on wringing as much coin from their holdings as physically possible.
Tunnel Lane was not ever thus. Originally named Dagger Way the buildings flanking the lane have shifted and moved over the years due to subsidence, cellar digging and the use of poor building materials by unskilled, cheap labourers. Now many of the buildings lean against their opposite number and the lane is cast into perpetual semi-darkness.
Now, illicit pleasures and goods are to be had on Tunnel Lane—in fact, business is booming in the many shops and businesses that flank or tunnel under the lane. Here the taverns never close and the clientele are ever-drunk. Some dark-seeing races, happy and at home out of the light, dwell on Tunnel Lane, and the folk here are some of the most diverse in the city.
Albin Ilma
NPC
Youthful but running to flab through inactivity, Albin is a lazy man, but a lazy man with big dreams. Albin loves food and loves cooking. He dreams of working as a cook in a high-class inn or perhaps the house of a noble. He dreams of being feted for his creations. Sadly, while Albin is a skilled cook, hard work is not in his repertoire. The thought of it exhausts him.
Albin is proud, trusting and friendly, but in his mind, his lack of success is not his fault. Someone else—or some unavoidable situation—is always to blame. He has held a succession of jobs in the town, but has run out of taverns and inns that he has not worked in or that have not heard of his reputation. Thus, he casts about for a wealthy patron to fund his dreams—his own fine tavern.
Five-Barrow Hill
Hill
Stark and windblown, Five-Barrow Hill dominates its surroundings. Five olden barrows, blurred and smoothed by time, perch atop the hill in a rough star-like formation. Legends hang thickly over Five-Barrow Hill, and the folk who dwell in the surrounds are universally seen as queer and odd.
Five-Barrow Hill is the most visible remnant of an ancient hill fort and ceremonial temple complex raised up uncountable centuries ago by a long-since extinct human tribe. Here and there, fallen stones lie upon the hill’s grassy flanks, and the barely perceptible remains of a defensive ditch surround the complex. A ramshackle ceremonial bone fence surrounds the ditch, and its macabre presence keeps the curious away. Lurid stories told around campfires and in local taprooms give voice to wild stories as to who—or what—maintains the bone fence and wildly speculate as to the source of the odd sounds emanating from the hill on certain moonless nights.
Six Odd Things in a Tavern Bedchamber
Six Things | Tavern
A rat—its back broken—lies on the floor, squeaking pitifully. The rat’s injuries look like someone has intentionally stamped on it before leaving it to suffer and die. If a character heals the rat, it becomes a loyal pet (or it could be so much more—a wizard’s familiar, a polymorphed adventurer and so on).
A pile of folded blankets stands on a sideboard against one wall. A letter—a love letter speaking of forbidden love—has fallen behind the pile. One of the lovers—a prominent member of the community—is mentioned in the letter; apparently, her husband must never find out…
A blood-stained scrap of fabric lies in the shadows under a sideboard. It looks like it was used to clean off a dagger or similar weapon.
A note pinned to the back of the door reminds the occupant to lock the door when retiring for the night because of “the regrettable incident last month.”
While in bed, a perceptive character may notice etchings on the ceiling directly overhead. When a light source is placed at the end of the bed, the flickering shadows create a map on the ceiling.
Graffiti scratched into the wall by the door reads, “Curse the unending scrabbling. Beware the rats in the walls."
Thank you for reading the Sunday Supplement; I hope some of this week’s Campaign Components make it into your game or sparks your creativity.
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