The Underworld awaits us all, though some may venture there sooner than later. Roll 1d12.
1. Bring death upon those chosen by Hel: The party is approached with an offer to slay a popular performer. If they pass on it, they know the Hel cultists will likely enlist someone else who won't.
2. Spread disease when needed, it aids in death: With an odd brush, a peasant passes by a little too close. He is actually infected with a debilitating disease that can only be removed by willingly giving it to someone else. The peasant knows it, and an unlucky party member will soon learn it too. Night time nightmare visits from Hel herself will remove any doubt,
3. Stop the spread of people, famine is an invaluable tool: Grain silos are being set ablaze in this region. Rumor has it that the culprit screams "to Hel with it all!" before fleeing into the night.