Our Gold Coin tier on Patreon grants access to this adventure and the maps within it, along with 50+ other one-shots, and our map catalog of 900+ maps. You can also purchase this adventure individually in drivethruRPG. This is a sample version of the adventure section that features map 927 The Ravine Checkpoint.

Traveling north from Digaro Farm, the road leads to a mountain pass where there is a checkpoint. The guards here see the pirates as criminals, officially. But unofficially, they accept their bribes in exchange for passage. Yurlen explains that this is the only way to reach their hideout in White-Bone Beach; circling around the mountain range requires a 2-week detour. As the party approaches the checkpoint in the 30-foot-wide ravine, they notice several horse carts waiting.
The Red Stallion’s crew used the cursed treasure of Bagaalh here to bribe guards into letting them pass unbothered. Over the past few days, these guards have slowly succumbed to the curse and act erratically. They announced a ruinous tithe of 40% to all passing merchants. The merchants parked south of the pass and have tried for several days to convince the guards to quit their greedy power play and let them pass.
The Crew. Apart from Barlo, at least six other pirates crossed south in the past week or so. How many of them brought more of the cursed coins with them cannot be known yet.
Curse. The erratic behavior of those cursed by Bagaalh’s influence is often expressed as sheer greed.
The Outbreak. Moments after the characters arrive at the checkpoint, the curse takes over those who possess the evil coins. Ten people, guards and merchants, violently transform into doomed thralls. Two strong-minded guard captains become possessed; they man the mounted crossbows and use them to attack merchants and characters alike. They cannot be reasoned with.
Behavior. Those transformed into doomed thralls and possessed by Bagaalh are aggressive and cruel. The demon’s influence commands them to scourge the living.
B1. The Blockade
A line of merchant and townsfolk carts is parked south of the Ravine Checkpoint. The people in the area are frustrated and on the verge of outright revolt against the abusive checkpoint guards. There are twelve commoners and four guards here who may join the characters when the outbreak in area B2 happens. Four other merchants here received cursed money days ago. These belligerent people transform during The Outbreak.
Events. Roll for a Checkpoint Event 1-3 times while the characters are in this area.
B2. The Palisade
There are eight guards behind the wooden wall. All of the guards are cursed and doomed (see The Outbreak). Only the captains who become possessed can be saved, like Barlo Digaro.
B3. The Northern Road
The road north eventually leads to a faraway metropolis, but a fork in the road two days from the checkpoint turns east toward White-Bone Coast. From there, it is a two-day walk to the hideout.

Random Events – 1d6
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1d6 |
Details |
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1 |
It starts to rain. A spellcaster notices that the weather is bolstered by an evil aura in the air. While raining, undead have +1 to attack rolls. |
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2 |
Dirphen (pirate), another apprentice in the Red Stallion’s crew, arrives. Like Yurlen, he has inferred that he might profit from this problem. |
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3 |
In area B1, four merchants start insulting each other over who should pay the tithe. Unless stopped, they start brawling and one dies. |
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4 |
Seeing the frustrated merchants, a guard captain offers five cursed gold coins to the characters. He wants to hire them as guards. |
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5 |
A ravenous owlbear descends the steep ravine wall and attacks in area B1. The owlbear flees in a panic if reduced to half its Hit Points. |
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6 |
Two adventurers for hire (toughs) reach the checkpoint and scoff at the costly tithe. They may join the party if offered enough gold. |

The Sentient Undead
The state of subservient undeath is feared by those who spend their lives studying necromancy. In their study and mastery of the art, necromancers gaze at its darkness from such closeness that they inevitably fear it backfiring on them.
Alas, there is a fate worse than undead subordination. Some of the most wicked type of magic has the power to transform a living person straight into an undead monster, without first dying. This cursed, seamless transformation retains the conscious mind after it becomes an enthralled undead. These poor souls deeply know despair.
Who does this foul deed?
The secret to creating low-powered undead requires the persistent presence of a corrupting entity. Like a cursed scroll, doll, or treasure. In the presence of such a haunted item, those of weak minds are slowly affected. The dark power suffuses their minds and bodies like a sponge absorbing water. When the person reaches a critical state, they violently transform into a doomed thrall under the control of the possessing entity. This condition cannot be reversed; the subject must be physically destroyed. Only the strongest resurrection spells may work.
Doomed Thrall
Medium Undead, Chaotic Evil
AC 9, HP 40, Speed 30 ft.
S +2, D -1, C +0, I -1, W +0, Ch -1
Resistances Necrotic, Immunities Poison; Charmed, Exhaustion, Poisoned Senses Perception 10, Darkvision 60 ft., Languages Common CR 2, PB +2
Last Wish. The doomed thrall retains the memories of the person it once was. Their last action or thing they desired is etched on their mind forever. They cry and grunt about it as they fight and take damage.
Sunlight Sensitivity. While in sunlight, the thrall has Disadvantage on ability checks and attack rolls.
Multiattack. 2 Necrotic Touch.
Necrotic Touch. Melee +4 (5 ft.) 2d6 + 2 Necrotic.
Death Throes (Reaction). Trigger: The doomed thrall drops to 0 HP. Response: The doomed thrall explodes, dealing 3d6 Necrotic damage in a 10-foot Emanation centered on itself (DC 14 Constitution save / half).

