make the world goes behind their back ;)
Let me explain, the world does not stop when the players are not there. For your example, I have more than one idea popping in my mind
unless the cart was their, it should not stop for few adventurers running off, if it was their, it is left unsupervised.
An unsupervised cart with provision could be stolen, or ravaged by few wild animals looking for easy food.
If they left a sentinel, the cart could be attacked by bandit and the sentinel held for a ransom.
If the cart continue without the players it could be attacked by bandits :)
You may hint the player for resting focused, like the inn is a long way and unless you want to camp or drive the cart by night you should stay on road.
You may also reward the player by setting an ambush or helping a wounded man if they stayed on cart, arriving too late if they followed the druid.
As a GM you have a lot of possibility, the player could chase the smell to discover a dead bird fallen for a nest, a dog digging up a corpse (and the locals discover the players digging up the grave accusing them for desecrating a grave or causing the death of the poor guy.
In short don't reward the lunatic, if someone see a shadow disappearing in a dark alley without reason, they could walk in bigger trouble than they can handle. But don't kill them for just one bad decision, make it clear that the villain is way too powerful, and they have to flee, and then hide for weeks, putting some spice in the intended scenario :)
Don't be an ass and punish them every time the stray from the path, try to be logical, reward them sometime, and make some situation were there decision is important (they have unburied half or the corpse when they hear 2 voice closing by, do they hide? flee? try to explain? )