“ An adventuress, Semma, has returned to her home village, but something has gone badly wrong: it's the furtive glances, the conversations that stop when she approaches, the childhood friends who now have no time for her. She returns to the town or city and enlists your party to help her find out what's going on.
The party must find out what is wrong: something (perhaps a Cthulhoid monster, perhaps a gang of vampires, perhaps just a bunch of bandits) is extorting obedience from the villagers by threatening their loved ones with at least death. Once the source is discovered, Semma and the party and a few brave yeomen (and women) must deal with the threat by finding its base and defeating it, and then deal with the remnant corrupted villagers who willingly served the Evil Force. These may prove to be the most difficult foe...”
“ What do you do for overnight healing?
I usually do Level plus CON bonus as overland healing, x3 if you rest the whole day
How about you?
Do you do binding?
I did d6 binding of woulds after a fight that you must take at least one, but I have had a lot of variations on this
Only so many times a day
Must be done by clerics
must have the medic skill
d4 instead of d6
don't need to take a min. of one
Some ideas
d4 from taking one strong drink once a day(crypts and things)
heal d8 from taking a second wind(D&D4th)
acupuncture (varies on technique) mine”
“ A rather large armed group slowly walks the road. Unless you get to see what they transport, you could think it is a caravan with expensive goods, or the soldiers escort someone important. But this is a prisoner transport, on the way to mines, criminals on their way for punishment.
The soldiers may be willing to talk, the captain will have a few questions on you and the road, but they will keep distance, and part soon.”