Mystery of the Caravan Cultist (Lvl 2) (5e)
With the recent destruction of a dragon cult within the city of Palmistra¸ surviving cultists have fled for their lives¸ seeking refuge in lands outside the city's jurisdiction. The local governor¸ concerned that surviving cultists may attempt to rebuild the cult¸ has set a bounty to kill/capture any cultists before they can escape. Trade between Palmistra and the northeastern steppe kingdoms comes through caravans making their way through the flat rolling steppes. A cultist has infiltrated one such caravan leaving for the steppe kingdom of Akkan. The imperial authority has asked those willing to act as caravan guards to locate and capture the cultist. Will the party succeed in arresting the cultist or will the cultist slip away to continue their nefarious plotting? This is a wilderness-setting adventure with a roleplay focus. It is designed for 4-6 players of Average Party Level of 2. It can be inserted into any campaign setting.