For my next session in my campaign, I plan to have the party to track the villain from point A to point B, while following a trail of "breadcrumbs", clues left behind by the villain. Perhaps at each stop, the villain stole something, or cause an incident to happen. The goal is for the PCs to discovered a ruined town where the villain is working some nercomantic ritual.
I am looking for an adventure or module which revolves around such a premise (tracking bad guy from point A and point B through the wilderness) - I could then take it and re-skin the details to match my campaign. I could also use an adventure or module which has an emphasis on travelling through the wilderness. Any D20/D&D variant will do, as I am adapting the adventure for 13th Age (the plot and premise is more important than the system).
Here are some other criteria:
The setting is fantasy, the area the party is in is warped by magic, so any combination of climate/terrain can work, though I would prefer a variety. Though I'm not so keen on desert, because the party did a trek though the desert before.
Some of the locations should settlements. There should also be a variety of encounters (combat, exploration, puzzle , unexpected situation). The area is still populated and relatively safe along the road.
There shouldn't be too many locations of interest, like the Hex Crawl Chronicles, which is too detailed for my purpose.
At each location, the PCs would need to discover where the villain heads off to. It could be in the form of making skill checks, skill challenges etc.
It is good if the module/adventure features multiple paths to reach the destination, but it is not necessary. The emphasis is on at each stop, the PCs find further clues to bring them to their next stop.
The module shouldn't be too long - about one or two session in length.
Here are some which I have considered, and doesn't fit well:
Hex Crawl Chronicles: Too much locations and details for me to fit in my campaign's storyline
Slumbering Tsar: Emphasis mainly on dungeon crawling and combat, not much interaction once you leave the initial town.
The really detailed context: And spoilers for the Carrion Crown Adventure Path
If you have played the Carrion Crown Adventure Path, I wish to from Ravengro, skip Trial of the Beast and Broken Moon, and have the PCs reach Illmarsh (Wake of the Watcher) in one or two sessions. So the idea is from the theft of the Effigy, the PCs will track the bad guys to the final town mentioned in Broken Moon, and ending the session with the PCs arriving at Illmarsh. I don't really like the premise of those modules (a lengthy trial? werewolves?) and those two modules doesn't fit my campaign.