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The director of the caravanserai wants to open a new trade route, and an abandoned retreat for mystics is perfectly situated to serve as a midpoint sanctuary.
By all account, however, the site is cursed. All who tried to stay there are afflicted, suffering diseases of the mind.
He asks bold and clear-thinking adventurers to investigate and make an assessment.
Is it really haunted? What chased off the magi?
This adventure is designed for a party of adventurers at Level 2.
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