The Road to Conna.

Tirwen, a merchant of Amyrr, has hired the party to escort a wagon of supplies northeast to the frontier town of Conna. Two days out, on a stretch of narrow cart path walled in by embankments, the road is blocked by the days-old carcasses of two draft horses. It is not carrion that killed them. It is bait.

The adventure has three beats: a night camp that teaches the party to read strangers, an investigation that rewards caution, and an ambush that punishes a party which has not yet learned to fight as a unit.