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A Stop on the Road

A short adventure for 3-5 players of level 1-3

The hamlet of Cartrest has grown up around the Wearied Wagon Inn beside a main road.
Recently locals have seen strange lights around a set of ancient ruins nearby. Driven by a
mix of fearful superstition and curiosity the locals have scraped together a small reward to
encourage someone to investigate.

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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
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Middlesex, UB11 1ET, UK.

All other original material in this work is copyright [2017] by Gregory Phillpotts and published under the
Community Content Agreement for Dungeon Masters Guild.

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Gregory Phillpotts
A Stop on the Road

The hamlet of Cartrest has grown up around the Wearied Wagon Inn beside a main road.
Recently locals have seen strange lights around a set of ancient ruins nearby. Driven by a
mix of fearful superstition and curiosity the locals have scraped together a small reward to
encourage someone to investigate.

The strange lights are caused by a necromancer who has moved into the ruined crypt to
develop his powers. The crypt was built in a magical field which had lain dormant until
recently.

Hooks
If the players are traveling by horse or cart, a thrown shoe or damaged wheel would
encourage them to visit the cart wright in Cartrest.

If the players are traveling a long way the inn may simply be a convenient stop.

The Wearied Wagon is a fairly well known inn locally so an NPC may arrange to meet them
there. If the NPC is delayed it will give the players time to pursue the adventure.

Players who are part of a religious or magical group may be told about disturbing magical
signals in the area.

The Hamlet of Cartrest


Cartrest is mostly inhabited by wood cutters but also serves local farmers. The main
attraction to outsiders is the Wearied Wagon Inn which provides a much needed stop along
the main road. There is also a cart wright who repairs wagons as well as acting as a small
smithy, making tools and shoeing horses.

The Wearied Wagon


The Wearied Wagon is a large inn due to its position on the main road and can comfortably
sleep 30 guests as well as providing stabling. It is a half-timbered building with an enclosed
courtyard and stables. Inside there is a large eating area with comfortable but sparsely
furnished rooms upstairs. Prices at the inn are fairly affordable as they get plenty of passing
trade.

The inn’s owner is a grey bearded dwarf with a hook for a hand. Gudar is an experienced
innkeeper but leaves most of the service to his staff. He still co-ordinates all room bookings
and does so in an efficient manner being no more or less friendly than necessary.

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The inn has a large staff comprising of anyone from the hamlet who is not a farmer or
woodcutter. As such the players are unlikely to be served by the same person twice. The
staff are friendly and efficient but sometimes information gets lost between them.

Gudar has the pot of money put aside for investigating the ruins. He will bring it up with
any adventurous looking travellers and gives good directions to the ruins along the road. If
pressed further he will mention the toll bridge.

The staff and customers don’t know much about the ruins but will still happily talk about
them. Players who talk to them will hear one of the following rumours.

 There is a ford in the woods which would get you to the ruins faster (True)
 The ruins are an ancient burial ground (True)
 There is a giant snake which hunts alongside the river (False)
 One of the charcoal burners saw a bear in the woods (True)
 The lights are likely escaping marsh gas (False)
 You can cross the toll bridge for free if you don’t wear any shoes (False)

The Cartwright
The cart wright’s workshop is a low shed attached to a small cottage. The shed is hung with
agricultural and woodcutting tools and contains a small forge. When a cart is being repaired
it takes up most of the space.

The cart wright himself is an elderly human. Will Wainer is as worn out and creaky as the
carts he repairs. He repairs carts and sells tools at reasonable prices but charges travellers
slightly more than locals. He can repair damaged items at his forge but will do so painfully
slowly.

Will knows about the pot of money and will point interested parties to Gudar at the inn. He
knows that the ruin is a magical site but will only share this information if drawn into a
conversation.

Reaching the Ruins


There are two ways to reach the ruins, either follow the road and cross the river at the toll
bridge or cut through the forest and hope to find the ford. Players may only know of this
second option in advance if they have chatted with the locals. Using the toll road is easier
but will cost money, the ford will require some outdoor ability to locate.

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Gregory Phillpotts
Toll Bridge
The Ruins

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Ford
Cartwright
The Wearied Wagon
The Toll Bridge Road
The toll bridge road is smaller than the main road but still well maintained and easy to
travel. Fields stretch away to the west with small herds of cattle and isolated farm houses.
To the east the forest comes to the road’s edge just beyond the hamlet. On a clear bright day
it is a pleasant walk.

Shortly before reaching the toll bridge a grizzled old goat will begin following the players.
The goat is stubbornly persistent and will follow at a distance even if shooed away. The goat
will flee if it is attacked.

The toll bridge itself is a low stone bridge over a narrow point in the river. A small brick
house sits on the far side with a barrier blocking the road. The toll keeper lives and works
from the house operating from a window above the barrier.

The toll keeper is Shawn Gribble, a lanky, young man with a friendly if simple attitude. He
is well liked by the local community even if he is the youngest toll keeper they have seen. He
does not expect trouble but does have a crossbow on a ledge under the window.

The toll is 2 copper pieces per foot (not per shoe as the players may have heard). If the goat
is still following the players they will be charged 8 copper pieces unless they can find a way
to prevent it following. If the goat does follow them over the bridge it will graze and not
follow them further unless encouraged.

The Forest
The forest is far less welcoming than the road. After the first few hundred meters where the
woodcutters work it quickly becomes wild and overgrown. The dense undergrowth means
you often have to deviate from your path and risk losing your bearings.

In order to find the ford the players must pass a DC17 survival or nature check. For each
failed check they spend 2 hours wandering the forest and generate 1 random encounter from
the table below.

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1) D3+1 kenku with short-swords or
short-bows. The kenku launch noisy
attacks and attempt to steal shiny
objects from the players.
2) d6 awakened shrubs. The shrubs
attack ferociously but do not pursue
the players very far.
3) 2 boar. The boars will initially
allow the players to back away but
will attack relentlessly if provoked.
4) 1 brown bear. The bear will
attempt to scare players away but
will attack if they hold their ground.
5)1 giant owl. The owl launches hit
and run attacks harrying the players
until they leave the area.
6) D3+1 wolves. The wolves attack
cautiously and will flee if the
players offer stiff resistance.

Once the ford is within earshot it is


relatively easy to find. The canopy
opens up letting the light reflect off the
shallow flowing water. The ford is
only ankle deep and can be easily
crossed.

Players who pass a DC10 perception


test will spot a goblin riding a worg
hiding (slightly ineptly) in the
undergrowth. They will wait until the
players are in the open before
attacking. They are not committed to
the attack and will flee if the players
offer stiff resistance.

Once the players have crossed the ford


the forest becomes more open and
easy to navigate. Reaching the ruins
requires a DC10 survival or nature
check with failure indicating an hour
spent wandering the woods and a roll
on the table above.

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The Ruins
The ruins are on the edge of the forest just out of site from the toll road. A set of stone
menhirs stand either side of a stone archway into the hill. At night a flickering green light
plays around the stones.

Any arcane spellcaster reaching the ruins can sense a build-up of magical power. By passing
a DC10 arcana check they can get a sense of immense age from it.

The Interior
The ruins are dimly lit by the same flickering green light which crawls across the ceiling like
an aurora. Towards the ritual chamber the light takes on a sickly yellow colour, a DC15
arcana check gives a sense of necromancy. The walls are a mixture of packed earth with
loose stone and close fitted masonry.

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Stone Corridor
The Ritual Chamber
Living Chamber

Burial Chambers

The Burial Chambers


These rooms are dusty and unused. The first chamber to the left is made of packed earth and
contains 4 burial niches. Anyone searching the room will discover the niches have been
emptied of bones, a DC15 investigation check will reveal the missing back in one of the
tombs.

The second chamber is empty but for a large stone sarcophagus. A DC10 investigation check
of the tomb will reveal the lid is slightly sprung. If the tomb is opened a series of spikes will
spring up from the rim dealing d6 piercing damage to anyone leaning over the tomb. The
tomb is conspicuously empty.

A DC15 investigation check of the room will reveal that it is too short and that there is a
space behind the back wall. Knowing this makes the check to find the open backed burial
niche DC5. If the players have already searched that chamber they may check again
immediately.

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The hidden chamber contains a large terracotta burial urn covered in intricate patterns. If the
urn can be removed intact it would be worth 5 gold pieces to a collector. Within the urn is a
set of gold jewellery inlayed with turquoises. It would be worth a total of around 15 gold if
sold as a set, less if they are broken up.

The door into the ritual chamber is stiff but unlocked and un-trapped.

The Living Chamber


This room is sparsely furnished with a bed roll on a stone shelf and a dilapidated desk. The
room has the stale odour of unwashed man. The desk is strewn with pages.

A quick search of the papers reveals they are garbled diary entries completely out of
sequence. A DC10 insight check reveals they are written by a slightly creepy outcast seeking
power by any means. A DC10 arcana check reveals several references to necromancy
although these are all outdated compared to modern practice. A DC15 history check shows
the entries reference older texts predating these ruins.

The Stone Corridor


This long corridor is sturdily built of close fitted stones. The double doors at the end are
daubed with a rune which is terrible to behold.

Anyone who sees the rune must pass a DC15 wisdom saving throw or be disturbed. During
any encounter within the ritual chamber the games master can make a disturbed character
deduct 1d8 from any skill check, attack roll or saving throw. A cleric can remove the symbol
by conducting a prayer – this removes the rune and its effects but will alert the necromancer
in the ritual chamber who will begin raising his skeletons.

The Ritual Chamber


This large chamber has a high ceiling supported by stone pillars. The centre of the chamber
is occupied by a stone table strewn with books and candles. Behind the table is a sickly
young man in a black robe.

When the players enter the room the necromancer, Impey Gawkins, will cast his spell
causing the magical light on the ceiling to be drawn into 4 piles of bones. After 1 turn the
skeletons will animate. If the players entered the room with hostile intent, roll initiative
immediately. Impey will cast on his turn, triggering initiative if combat is yet to begin.

The skeletons fight to the death and will remain animated even if Impey is killed. They are
armed with short swords. Impey may command them with a bonus action as per the
animate dead spell, however, their default behaviour is to attack intruders.

On the table is an array of occult paraphernalia worth about 3 gold if sold to a necromancer
but next to nothing otherwise. Of particular interest is an enormous and ancient looking
book (the Liber Ossus), worth about 5 gold or 8 gold to a necromancer. An arcane spellcaster

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can determine it is a book about using naturally occurring magic to raise the dead,
theoretically allowing even minor magicians to control vast numbers. A DC15 history check
reveals much of the book is transcribed from much older texts predating the ruins.

Impey was not a balanced individual before dabbling in necromancy but is now truly
beyond reason. He is desperate to prove his power over everyone by his mastery of the
undead. Although mad he still fears death and will attempt to flee if things go badly. If
captured he will fall into a catatonic weeping state which he will not recover from without
prolonged professional assistance.

Impey Gawkins (deluded necromancer)


Impey is a gangly pallid youth with a blotchy complexion and long greasy hair. His
character is even more off-putting than his appearance, combining a sense of superiority
with a whiny and defeatist attitude. He has turned to necromancy in an attempt to prove his
power over those who have spurned him.
Armour Class: 10
Hit Points: 9
Speed: 30ft.
Str:10(+0) Dex:10(+0) Con:10(+0) Int:14(+2) Wis:10(+0) Cha:8(-1)
Senses: passive perception 10
Experience: 60 XP
Spellcasting: Impey can cast Ray of Frost at will. His spellcasting ability is intelligence. He
has a +4 to hit bonus with spell attacks.
His skeleton raising spell can only be cast with the book and in an area of natural magic and
he only has the level of ability to cast it once per day.

Returning to the village


Players returning via the toll road will have their fee waved if they can show they have dealt
with the ruins. Players returning via the woods can retrace their steps if they came that way
but otherwise will have to test and risk encounters as described for the outward journey.

Upon returning to the village and explaining their discoveries to Gudar the players will be
given the pot of money which stands at 8 gold (a substantial amount of money for a small
community). However if the goat on the toll road was killed the pot will be reduced by 2
gold as farmer Giles has to buy a new one. If Shawn the toll keeper was killed the money
will not be given as it is now a reward for the capture of his murderers.

The community will also be generally grateful allowing the players to use the inn, cart
wright and toll road free of charge and providing minor supplies for their onward journey.

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Future adventures
Below are some ideas for linking this adventure to others. Some are more generic to perhaps
lead on to other published adventures whereas other are more unusual to help inspire self-
written adventures.

 The unusual magical effect at the ruins is a new phenomenon, perhaps it has been
seen at other locations.
 A more powerful necromancer may desire Impey’s book with nefarious plans in
mind.
 The goblins at the ford may have been outriders for a larger clan threatening the
region.
 An unusual group passed through the inn whist the players were out.
 The kenku in the forest have rallied around a new leader and are raiding the road.
 The goat at the toll bridge is actually the previous toll keeper polymorphed by an
affronted wizard.
 Other spellcasters are flocking to the ruins to take advantage of the magic there.
 Impey was the son of a noble family now seeking compensation for his mistreatment.
 Impey was turned to necromancy by a powerful vampire sowing discord in the
region.
 A band of murderous vagrants have killed Shawn the toll keeper and must be
brought to justice.
 A young dragon has made its lair in the ruins and claimed lordship over the area.
 Ghosts of those buried in the ruins seek vengeance for its desecration.
 Witch hunters who have been tracking the Liber Ossus catch up with the players.
 The Liber Ossus was stolen from an archmage who seeks its return but does not
want to openly admit to practising necromancy.

Stat Blocks
Kenku Ambusher: The kenku has advantage on
Armour Class: 13 attack rolls against any creature it has
Hit Points: 13 (3d8) surprised.
Speed: 30ft. Mimicry: the kenku can mimic any
Str:10(+0) Dex:16(+3) Con:10(+0) sounds it has heard, including voices. A
Int:14(+2) Wis:10(+0) Cha:10(+0) creature which hears the sounds can tell
Skills: Deception +4, Perception +2, they are imitations with a successful DC14
Stealth +5 Wisdom (insight) check.
Senses: passive perception 12
Awakened Shrub
Experience: 50 XP
Armour Class: 9
Attacks: Shortsword. Melee Weapon
Hit Points: 10 (3d6)
Attack, +5 to hit, reach 5ft., one target, Hit
Speed: 20ft.
6 (1d6+3) piercing damage.
Str:3(-4) Dex:8(-1) Con:11(+0) Int:10(+0)
Shortbow. Ranged Weapon Attack, +5 to
Wis:10(+0) Cha:6(-2)
hit, range 80/320ft., one target, Hit 6
Senses: passive perception 10
(1d6+3) piercing damage.
Experience: 0 XP

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Attacks: Rake. Melee Weapon Attack, +1 Keen Smell: The bear has advantage on
to hit, reach 5ft., one target, Hit 1 (1d4-1) Wisdom (Perception) checks that rely on
slashing damage. smell.
False Appearance: while the shrub
Wolf
remains motionless it is indistinguishable
Armour Class: 13
from a normal shrub.
Hit Points: 11 (1d8+2)
Boar Speed: 40ft.
Armour Class: 11 Str:12(+1) Dex:15(+2) Con:12(+1) Int:3(-4)
Hit Points: 11 (2d8+2) Wis:12(+1) Cha:6(-2)
Speed: 40ft. Skills: Perception+3, Stealth +4
Str:13(+1) Dex:11(+0) Con:12(+1) Int:2(-4) Senses: passive perception 13
Wis:9(-1) Cha:5(-3) Experience: 50 XP
Senses: passive perception 9 Attacks: Bite. Melee Weapon Attack, +4 to
Experience: 50 XP hit, reach 5ft., one target, Hit 7 (2d4+2)
Attacks: Tusk. Melee Weapon Attack, +3 piercing damage. If the target is a creature
to hit, reach 5ft., one target, Hit 4 (1d6+1) it must succeed on a DC11 Strength saving
slashing damage. theow or be knocked prone.
Charge: if the boar moves at least 20 feet Keen Hearing and Smell: The wolf has
straight towards a target and then hits advantage on Wisdom (Perception) checks
with a tusk attack on the same turn, the that rely on hearing or smell.
target takes an extra 3 (1d6) slashing Pack Tactics: The wolf has advantage on
damage. If the target is a creature, it must attack rolls against a creature if at least
succeed on a DC11 Strength saving throw one of the wolf’s allies is within 5 feet of
or be knocked prone. the creature and the ally isn’t
Relentless (recharges after Short or Long incapacitated.
Rest): if the boar takes 7 damage or less
Giant Owl
that would reduce it to 0 hit points, it is
Armour Class: 12
reduced to 1 hit point instead.
Hit Points: 19 (3d10+3)
Brown Bear Speed: 5ft., fly 60ft.
Armour Class: 11 Str:13(+1) Dex:15(+2) Con:12(+1) Int:8(-1)
Hit Points: 34 (4d10+12) Wis:13(+1) Cha:10(+0)
Speed: 40ft., climb 30ft. Skills: Perception +5, Stealth +4
Str:19(+4) Dex:10(+0) Con:16(+3) Int:2(-4) Senses: darkvision 120ft., passive
Wis:13(+1) Cha:7(-2) perception 15
Skills: Perception +3 Experience: 50 XP
Senses: passive perception 13 Attacks: Talons. Melee Weapon Attack, +3
Experience: 200 XP to hit, reach 5ft., one target, Hit 8 (2d6+1)
Attacks: Multiattack. The bear makes two slashing damage.
attacks; one with its bite and one with its Flyby: The owl doesn’t provoke
claws. opportunity attacks when it flies out of an
Bite. Melee Weapon Attack, +5 to hit, enemy’s reach.
reach 5ft., one target, Hit 8 (1d8+4) Keen Hearing and Sight: The owl has
piercing damage. advantage on Wisdom (Perception) checks
Claws. Melee Weapon Attack, +5 to hit, that rely on hearing or sight.
reach 5ft., one target, Hit 11 (2d6+4)
slashing damage.

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Goblin Skills: Perception +4
Armour Class: 15 Senses: darkvision 60ft, passive
Hit Points: 7 perception 14
Speed: 30ft. Experience: 100 XP
Str:8(-1) Dex:14(+2) Con:10(+0) Int:10(+0) Attacks: Bite. Melee Weapon Attack, +5 to
Wis:8(-1) Cha:8(-1) hit, reach 5ft., one target, Hit 10 (2d6+3)
Senses: Dark vision 60ft., passive piercing damage. If the target is a creature,
perception 9 it must succeed on a DC13 Strength saving
Experience: 50 XP throw or be knocked prone.
Attacks: Scimitar. Melee Weapon Attack,
Skeleton
+4 to hit, reach 5ft., one target. Hit 5
Armour Class: 13
(1d6+2) slashing damage.
Hit Points: 13 (2d8+4)
Nimble Escape: the goblin can take the
Speed: 30ft.
Disengage or Hide action as a bonus
Str:10(+0) Dex:14(+2) Con:15(+2) Int:6(-2)
action on each of its turns.
Wis:8(-1) Cha:5(-3)
Worg Senses: darkvision 60ft., passive
Armour Class: 13 perception 9
Hit Points: 26 (4d10+4) Experience: 50 XP
Speed: 50ft. Attacks: Shortsword. Melee Weapon
Str:16(+3) Dex:13(+1) Con:13(+1) Int:7(-2) Attack, +4 to hit, reach 5ft., one target, Hit
Wis:11(+0) Cha:8(-1) 5 (1d6+2) piercing damage.

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