Vial of Plentiful Potions | The Demon’s Nose | Tangletree Island | The Red Lantern | Six Travellers
Vial of Plentiful Potions
Magic Item
At first, this powerful magic item seems to be a normal potion of a common variety. However, great, if somewhat chaotic, magic lurks in the vial.
Once a potion is drunk from the vial of plentiful potions, it refills itself the next dawn with a random potion. A vial of plentiful potions can create 1d4+1 random common potions, and it can create 1d4+1 doses of each potion before its magic fades.
The Demon’s Nose
Coastal | Urban
Lying a half-mile offshore, the Demon’s Nose is a sandbar that barely emerges from the bay’s waters except at the lowest of low tides. Normally, but a smudge amid the waters, visiting ships often ground on the sandbar and ocean-going vessels are advised to take on a local pilot before attempting the harbour’s approaches.
The ocean currents behave strangely in the sandbar’s vicinity, and the scattering of worn, seaweed-choked stone blocks, part-buried in its rippled sand, are suggestive of an ancient building long-swallowed by the ocean’s restless waters. Raucous seabirds of ill aspect gather on the sandbar at low tide. When they have gathered, no one dares set foot upon the Demon’s Nose, for the birds are large, noisy and overly aggressive. Some folk ascribe them a malign intelligence and pray fervently to their gods that the birds do not turn their fell gaze to the nearby town.
Lights are sometimes seen on the Demon’s Nose at night, and local lore has it that these are the disembodied spirits of all those who have drowned in the environs. Others believe that treasure is buried on the sandbar and that the lights are pirates and smugglers recovering (or burying) their loot.
Tangletree Island
Island | Forest | Ruin | Lich
Dense ancient woodland of darkly ominous aspect blankets Tangletree Island with silence and gloom. Encircled by vertiginous cliffs, Tangletree Island is accessible only from a single spot—a worn set of steep, dangerous, weather-worn stairs that climb a narrow, natural cleft.
A ruined citadel—choked and cloaked by the forest—stands upon the island’s high point. Rendered all but invisible by the forest, the mouldering, tumbled ruin is of great age. Once the home of the arch-lich Enmerkar, the ruin is now his eternal prison-tomb. Defeated by his enemies, but not destroyed, for his phylactery could not be found, Enmerkar was imprisoned in a permanent antimagic field deep within the ruins. There he lingers, immortal and undying, waiting for his inevitable release.
The island is entirely without notable wildlife and nothing but the faintest of game trails wind through the forest. The ghosts of Enmerkar’s innumerable enemies, slain during his defeat, dwell in the forest and slay any and all who would reach and breach the arch-lich’s prison-tomb.
The Red Lantern
Secret Society | Tavern | Urban
Famed throughout the town, the Red Lantern offers sensuous, if not predictable, services and pleasures for all who can afford its steep prices. Set in the fashionable, upmarket part of town but tucked away discreetly, the Red Lantern’s character is well known by all. It is little discussed in polite society, and some of those who visit it wear masks to protect their identity.
Thus is the Red Lantern’s public face, but the “tavern” is so much more than a house of pleasure; it is the headquarters of a secret society—the Red Council—bent on protecting the town and the status quo. Sponsored by the town’s ruler, the landlady and her closest confidants watch over the town as a quasi “secret police” and do what they must to keep it—and by extension its ruler—safe. For them, the ends justify the means, and the maintenance of order is all. They are comfortable blackmailing the Red Lantern’s clients to get what they want and, on occasion, problematic guests have disappeared “on their way home” never to be seen again. The Red Council watches for both internal and external threats and often works through unknowing groups of specialists to achieve their goals
Six Travellers
Six Things | NPCs
Aamu Kare (LN female human) perpetually searches for work. This gloomy, withdrawn warrior has exceptional luck; she has been the sole survivor of several groups. Some call her lucky, others say she is a harbinger of doom. She struggles to make friends.
Aili Kekko (CN female half-elf bard) terrorises fellow travellers with wildly off-key singing, terrible lute playing and inappropriate songs. The goddess of music cursed Aili for lampooning her consort, the legendary bard Vilimzair Aralivar.
Pekka Ihamuoto (N male human) wanders from place to place looking for work. Pekka is a skilled mason and highly educated. He travels with his son, Reko, and wife, Esteri. A laden cart pulled by two horses carries the family’s possessions.
Simuna Kaivas (NG male human) clutches his painful belly. This rotund man suffers from food poisoning, which he got at a nearby inn. He needs help, but can offer only thanks in return. Well-connected locally, he spreads word of the characters’ actions.
Teemu Viti (LN male human) dislikes any idea not his own. He is ferociously intelligent, and believes he is better than others. He shares this truth with acidic words. Teemu sports a balding pate and a paunch. He travels with his miserable wife, Martta.
Sihvo Kaipia (N male human) revels in the overconfidence of youth. He believes he is best—at everything. Annoyingly, for those he meets, he’s rarely wrong. Strong, charismatic and clever, Sihvo lusts for adventure. The party would be lucky to have him.
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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