Old Timey Medicine
A group of psychics have been going around town “healing” people. They end up worse off than they started. Find out what the psychics are doing and why, and put a stop to it if you can.
| Roleplay | 4/5 |
| Combat | 2.5/5 |
| Lore | 1 |
| Length | 1 Session, 5-6 hours |
| Level | 2 |
| Ancestries | Any common, except Goblin. (w/ uncommon exceptions) |
| Classes | Any. Advise core-rulebook (except alchemist) for newer players. |
In the bustling markets of Thunderwharf, a small alchemy store sits along the canal leading toward the falls. Inside, we will meet our heroes, who have just been greeted by a peculiar looking halfling whose features seem to shift as you look closely.
The halfling, who owns the store, goes by the name of Snilt. Snilt has noticed an increasing number of customers coming into his store and asking for help with their ailments, which all appear to be curses, which he of course cannot reverse.
He has asked for help in determining where these curses are coming from, for surely if he knows the cause he can remedy them, and surely if he can heal them, then there will be coin in it for not just him, but also those who helped.
Character Information
- Each character should have a reason to want to help Snilt find a cure for the curses.
- Each character should have a reason to be in Thunderwharf.
- It is recommended that some characters know each other prior, though it is not a requirement.
- All characters are level 2.
- All characters start with 1 Minor Healing Potion (Core Rulebook pg. 563).
Notes
- Characters may die in this adventure due to poor luck (or poor choices).
- This adventure contains more roleplay than combat (unlike Tutorial Bear).
Here be spoilers
N894 N927 H151 M2605(e)
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