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The Missing Road Patrol - AI-generated fantasy Quest

The Missing Road Patrol

5 scenes · about 4 hours · 3 encounters

The Missing Road Patrol

Four wardens vanished on the old road. Find the living before the trail goes cold.

Read aloud

Four wardens hired to patrol the older eastern road from Greyhaven have not returned. Their employer offers 160 gold pieces for answers and asks you to bring home any survivors. The last reliable sign is a patrol marker pointing toward the overgrown road.

Run the session

Scene
1/5
Four Who Did Not Return
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Locate the patrol's last position and find the abandoned tollhouse.
  2. 2Rescue the surviving wardens from the tollhouse nest.
  3. 3Report the outcome to Mara Venn.
  4. 4Recover stolen patrol equipment and notes.Optional

The clock

Each full day after the party reaches the road, the captives grow weaker from thirst, exposure, and injuries. After two days, one captive is at serious risk of dying without care. Use this as pressure, not a forced outcome: a direct route, a successful lead, or good planning can preserve time.

Scenes

  1. 0:00Four Who Did Not Return
  2. 0:25The Trail in the Cut
  3. 1:20Under the Old Tollhouse
  4. 2:50The People at the Bend
  5. 3:35A Road Accounted For

Cast

  • Mara VennQuestgiver
  • Tomas ReedAlly
  • Hesta BrannWitness
  • The Tollhouse BroodmotherAntagonist

The hook

Set the scene

Mara Venn meets the party in a Greyhaven roadside office. She shows them the old eastern road on a hand-drawn map, explains that four hired wardens missed their check-in, and offers 160 gp for the job. She has one useful fact: a traveler saw the patrol's marker turned toward the overgrown road two days ago. Give the party time to ask questions, buy supplies, and choose whether to start with the road or question travelers.

How Mara Venn asks

Mara asks for a discreet, prompt search and emphasizes that rescuing survivors matters more than punishing whoever or whatever caused the disappearance.

Rumours

Roll a rumour

1““The old road is quicker, but the tollhouse has been empty for years.””
2““Someone turned the patrol marker around. I assumed it was a prank until nobody came back.””
3““There are web strands in the trees near the cut. I would not camp there.””
4““A limping man asked for water near the old drainage ditch, then disappeared into the brush.””
5““A few hungry road thieves have been seen near the streambed. They usually warn people off rather than fight.””

Scenes

about 4 hours
  1. 0:00

    25 min

    socialThe table is here

    1. Four Who Did Not Return

    Mara Venn's roadside office in Greyhaven

    Mara presents the job, the map, and the last known sign. Players can ask questions, prepare, and choose their first lead.

    NextThe party sets out along the eastern road. A successful inquiry among travelers or a careful reading of the map can identify the stream crossing as the best search point.

  2. 0:25

    55 min

    exploration

    2. The Trail in the Cut

    The wooded road cut and stream crossing

    Show signs of a hurried retreat: a broken spear, a blood trail, old webbing, and a patrol marker that has been turned. Tomas is nearby and can be found by following his faint trail, calling for help, or checking the drainage ditch. If the party misses him, the trail still leads toward the tollhouse.

    Webline Ambush

    NextTomas gives the party a practical route to the tollhouse and warns that two wardens may still be alive. If he is not found, the webbed trail and signs of dragged gear point the same way.

  3. 1:20

    90 min

    combat

    3. Under the Old Tollhouse

    The abandoned tollhouse and its cellar

    The party reaches the tollhouse. They can scout, approach quietly, use bait or fire as a distraction, or force a direct assault. The cellar and broken roof create multiple approaches; the captives can be heard or seen if the party searches carefully.

    The Webbed Tollhouse

    NextOnce the nest is no longer an immediate threat, the party can free the captives, search for the dead warden and patrol notes, and decide whether to pursue the bandits or return directly.

  4. 2:50

    45 min

    social

    4. The People at the Bend

    A rocky bend and dry streambed on the return route

    The party encounters the bandits near the streambed, or finds their camp after following the moved marker. Their leader can trade information or stolen supplies for food, coin, or safe passage. The party can bypass the camp entirely.

    The Roadside Claim

    NextWith the survivors, evidence, or recovered notes in hand, the party can take the safer marked route back to Greyhaven.

  5. 3:35

    25 min

    social

    5. A Road Accounted For

    Greyhaven, at Mara's office or a local healer's room

    The party returns to Mara and reports who survived, what was recovered, and what risks remain on the road. Give the wardens time to reunite, grieve, or receive treatment before closing the job.

    NextMara pays the agreed fee. The party can take a rest, continue their travels, or decide whether to help Greyhaven address the old road's future.

Behind it

What people believe

Four hired wardens vanished while patrolling the older eastern trade road from Greyhaven.

Background

Prep aid only, not established campaign canon.

The stakes

Two wardens are alive but trapped without food or medical care; another has died, and the fourth is injured and hiding.

Encounters

3
  • Webline Ambush

    Combat

    A narrow wooded cut on the old road, with low branches, waist-high webs, a shallow ditch, and several trees that provide cover but restrict movement.

    Foes

    • 2 giant spiders

    ComplicationThe webbed path is difficult terrain, and the spiders try to separate a character from the other. A trapped patrol warden is visible but not immediately reachable.

    ScalingFor a less punishing opening, use 1 giant spider and several harmless web-snared carcasses as evidence. If the party is fresh and handling the fight easily, add 1 giant wolf spider. Avoid having both giant spiders focus fire on a restrained character for multiple rounds.

  • The Webbed Tollhouse

    Combat

    An abandoned stone tollhouse with a collapsed roof, broken counters, web curtains, a narrow stair to the cellar, and suspended cocoons. Clear paths between the entrance and captives allow movement choices.

    Foes

    • The Tollhouse Broodmother (use giant spider statistics)

    • 2 giant wolf spiders

    ComplicationThe broodmother can retreat into a narrow ceiling gap that Medium creatures cannot enter. Burning the nest may free captives quickly but risks harming them and setting the dry structure alight.

    ScalingFor a lower-risk climax, use the broodmother alone and have the wolf spiders flee when it is bloodied. For a stronger party or unusually effective tactics, add 1 giant spider arriving after 2 rounds. The captives are threatened by the environment, not used as automatic damage targets.

  • The Roadside Claim

    Combat or social

    A rocky bend beside a dry streambed, with a low fallen log, scrub cover, and a clear retreat route into the trees.

    Foes

    • 3 bandits

    ComplicationThe bandits are hungry and wary, not committed to a fight. They may demand food or a safe passage in exchange for directions; if attacked, one tries to escape with the patrol's route notes.

    ScalingThis is an optional encounter. The party can negotiate, intimidate, or avoid the bandits. If combat is desired but the party is depleted, use 2 bandits; if they are fresh and the scene needs resistance, add 1 bandit who arrives late.

Cast

4
  • Mara Venn

    QuestgiverQuestgiver, Greyhaven road contractor

    WantsRecover the wardens and learn why the patrol disappeared. She has authority to pay the promised fee but cannot risk sending another group herself.

    ““I hired four people to watch that road, not vanish into it. Bring back whoever you can, and tell me plainly what happened.””
  • Tomas Reed

    Ally, escaped patrol warden

    WantsKeep the other captives alive and escape. He knows the patrol's last route and can point out a safer approach to the toll station.

    ““The old tollhouse is webbed over. We heard someone answer from below, then the spiders came back.””
  • Hesta Brann

    Witness, captured patrol warden

    WantsSurvive and get his captured companions out. He is willing to negotiate with the party or the spiders if it buys time, but will not knowingly abandon captives.

    ““We were paid to keep travelers off the road. No one said we had to die for it.””
  • The Tollhouse Broodmother

    Antagonist, giant spider

    WantsDefend its nest and secure food. It is an animal predator, not a mastermind; it may retreat or be distracted by prey, fire, or a clear escape route.

    ““Take the noisy ones. Leave the wrapped ones.””

How it ends

Rewards

Experience: Award encounter and story XP using the 2014 rules as appropriate. If using milestone advancement, this adventure is a substantial side quest but need not trigger a level unless that suits the campaign.
Gold: 160 gp from Mara Venn for the job. The roadside bandits possess up to 25 gp in mixed coin and some stolen patrol supplies; this is recoverable only if the party finds or bargains for it.
In the story: The wardens can give Greyhaven a reliable account of the tollhouse and the old road's dangers. Returning their patrol notes helps Mara decide whether to post a warning or organize a safer route.
Standing: Mara and the road contractors regard the party as reliable. If the wardens return alive, their families and fellow workers may also remember the help.

Items

  • A surviving warden's serviceable shortsword, shield, or travel gear, if the party requests it and the warden agrees.

  • Optional: a small cache of bandit-stolen road supplies, such as rope, rations, and two healing kits. These are mundane supplies, not magic items.

On a win

The party returns with any survivors and a truthful account of what happened.

What it leaves open

The party can help restore the old road or recommend that Greyhaven abandon it, depending on the cost and safety of doing so.
The rescued wardens may ask the party to help recover personal gear left in the tollhouse, if it was not retrieved during the rescue.

If it fails

The party withdraws from the tollhouse without freeing the wardens.
The captives remain in the nest. The broodmother moves them deeper into the cellar, making another rescue attempt harder but still possible; Mara does not pay the rescue portion until the party returns with evidence or survivors.
The party fails a tracking or navigation challenge.
If the party loses the trail, Tomas's marker or the bandits' directions provide a fallback route after a delay. The captives suffer another night without care, and the party spends extra food and daylight.
The party ignores a rescued warden's urgent injury or cannot manage the return journey.
A rescued warden may die from untreated injuries during the return. Stabilizing and carrying the injured costs time and may require leaving equipment or taking a safer, longer route.
Negotiations with the roadside bandits collapse.
If the party attacks the bandits after they offer terms, surviving bandits may report the party to nearby travelers as dangerous. If the party accepts their terms, the wardens are still recoverable, but the bandits keep any stolen patrol supplies.

Complications (d6)

  1. 1A cold rain swells the road's shallow stream. Crossing the ford now requires a group check or a slower detour; a failed crossing wets supplies and costs several hours.
  2. 2Fresh web strands cross the trail at ankle height. A careless approach alerts nearby spiders, giving them time to prepare an ambush.
  3. 3A wounded deer thrashes in a roadside snare. Cutting it free quietly can provide bait or food, but its cries draw a nearby predator if the party delays.
  4. 4A patrol marker has been turned to point down a washed-out ravine. Following it costs an hour and risks a fall; examining the ground reveals that someone deliberately moved it.
  5. 5One captive begins to struggle against the webbing while the party is within earshot. The noise alerts the nest unless the party quickly calls out, cuts a path, or creates a distraction.
  6. 6A gust tears loose part of the tollhouse roof. The resulting crash changes the approach: it opens a breach, but also draws the broodmother toward the sound.

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