A quest to investigate a missing caravan. They were transporting dangerous magics, a new black powder that destroys and mutates all it touches. A ways down the road you find a wagon pulled over and empty save for a small pup. If the players untie the dog it’ll jump up and run in the direction of its owner, who is down the road a few hundred feet around a corner. He along with his two partners are trying to calm down two horses and bring them away from an abandoned and decrepit looking caravan. There are two horses still hooked up to the wagon. They’re slumped and leaning in towards each other, bloated and sickly. Black powder can be seen scattered around them and the wagon. Investigating the back of the wagon will reveal a few boxes lined with lead and filled with powder. One box is open with the lid nowhere in sight. If your players get close to the slumped horses they will bite and kick and eventually try to charge, spreading the black powder.





(I’ve been using this black powder in my campaign and I’ve been treating it like magic radiation. It’s been really fun to try to work out how to clean up, how to avoid it, how its changed life for people, and given me all sorts of new monsters to play with.) Bonus encounter: You will come across a set of bandits who look a little worse for wear. They’re a bit red faced, a little boozed up, and ready to gut you for your valuables since they’ve quote “Had a fookin’ day”. One of the lads looks a bit redder than the others, and is carrying a small purse made of weirdly enough lead or iron? Turns out they tried to raid the caravan mentioned above. One man is missing an arm, having dipped it in the powder trying to find something of value.