From publisher blurb:
Travelers are being drawn from their trails to Solmosh Mire by small dancing lights that promise exactly what they desire: treasures, heaps of gold coins, banquets of delectable food. However, these gifts are not unconditional. Anyone who accepts the offer is plagued with a compounding and insatiable desire. One paladin was lured in and took away a holy sword that swiftly overtook him, causing him to be obsessed with law and order, constantly looking for reasons to use the blade. The moment that broke the charm was when he was about to cut off the hands of a hungry urchin who stole food. He was able to overcome the curse and now wants the item and the creatures destroyed.
Q-Haunts are specialized encounters centered on a supernatural occurrence. With that, there comes an added element of danger with the incorporation of ‘haunting effects’. Similar to the stages of exhaustion, ‘haunting effects’ influence a character’s ability to deal with the shock and horror of the situation, and potentially have lasting effects. These are only optional rules for the DM to include, if desired.
Swindlers of Solmosh Mire is a Q-Encounter, or Quick-Encounter, that can be run for a group of four to six players with 4th-level characters or higher. This encounter would be considered a ‘medium’ to ‘hard’ encounter.