Adventure: Do no Harm
Gangs of brigands attacking along the trade roads in a series of bloody, near suicidal raids. An increasing spree of violent incidents in town that seem to be spreading like a sickness. Folk in their feverbeds rambling about a war out of time. These seemingly unrelated incidents are the violent signs that have been laid before Prior Rupak, healer and priest of Pelor, who sees them as the prelude to a far greater evil. The good healer cannot treat the victims and investigate the cause of their suffering at the same time, and so seeks allies to help stem the tide of blood before it pours over into the streets.
Hooks:
- The party may first encounter Rupak after seeking out his infirmary, usually open to all by grace of the dawnfather’s altruism but recently closed off so that the priest and his acolytes can triage an ever mounting number of injured. Ushered in to receive treatment in payment for their aid, the party is briefed on the strange occurrences in town and sent on their way. Alternatively, should their reputation be great enough, Rupak may send a runner to ask for the party by name.
- Merchants are always wary of bandits on the road, but this latest swath of reckless attacks has them especially worried, shilling out good coin for caravan guards that may get the party to tag along. Gossip by the watchfires says that the attacks are originating from a tumbledown old fortress out in the countryside, though why any self-respecting brigand would choose to lair in that haunted place is anyone’s guess.
- Untangling the different attacks in town leads the party through a gauntlet of civil strife: lovers’ spats, disagreements in the market, tavernbrawls, all turned bloody and in some cases lethal. Investigating the matter reveals that each perpetrator was at one point a victim, all still bearing a fevered and borderline infected wound (if only a scratch) from a previous altercation
My contract is with you











