
Today’s map, the Bandit's pass.
We embark on our new journey from this pass, renowned for its peril. Collapses, monsters, and bandits put a strain on the adventurers who dare to traverse it, but it remains a crucial point of transit.
Caravans and nobles often hire bodyguards to pass through safely, but it wouldn't be unusual for brave heroes to encounter characters in distress who have ventured there alone.

REWARDS

The Bandit's Pass - € 1,5 Rewards
44x29 Map
Gridded and gridless versions
Day, Night versions

The Bandit's Pass - € 3,5 Rewards
44x29 Map
Gridded and gridless versions
Day, Night, Rain, Winter, Autumn, Desert, Day-No Bandits, Night-No Bandits, Ritual, Massacre versions!
Printable PDFs
QUEST
The party, arriving in the city, notices the board of the Adventurers Guild. An ad in particular, just hanging, draws their attention:

NOTES
This map is designed to put the party in trouble. Monsters, beasts or robbers can hide easily and attack adventurers from above suddenly.
During clashes, could happen that a magician may throw a fireball too many, and in a mountain area like this, it can cause collapses. The stones scattered around should suggest the party pay attention.
More than the visible junctions, the map has a third exit on the left, which enters the woods. Who knows, maybe the problem of the Brigand Pass is not the bandits. What will hide in the middle of the mountain woods?
The bandit camp on the right is not visible to those arriving from below, and being covered by ruins doesn't help. The party will have to explore and climb to notice it, trying to do it without being taken by surprise first.
The camp might be reached by a surrounded boulders climb. You can not get there by transport and looking, you can find remains of wagons and caravans around.
Massacre version: In this version, you will find an assaulted and destroyed camp and traces of blood that leads into the woods. You can give the quest an unexpected twist. You might have the bandits already defeated. You can use it separately from the questline too. Of course.
Versions Rain and Winter: The particular climatic conditions of these versions change the dynamics of the clashes, making it easier to slip or fail to cling to the rocks in case of climbing. Landslides are also more likely.
Ritual Version: This version offers the possibility to diversify the play. The party may arrive at the ritual when it's not started yet, halfway through or already finished, and accordingly decide whether they need to defeat only Cultists or a real demon. It could also be the starting point for a wider play, in which they will have to investigate the origin of the remains of the rite.