As our heroes expire, the last standing asks, "but why us?" A bandit removing the town guard surcoat, shrugs and sneers, "why not?"
Why in the road was made as an encounter for when GMs need to make a simple fork in the road decision a bit more complicated. From bandits holding up passers by with a fallen log to a friendly merchant camping for the night; this area can be used for multiple settings in your world!
The a tree asset is included to be placed where you need them on the map. A log has also been included so it can be used as a blocking device in the road or if your part starts knocking down trees, the map can adjust as needed.
This set includes a hex grid, square grid, and gridless option of the 20 map variations. The no camp clearing/1 camp clearing/ 3 camp clearing variants all have Clear/Rain/heavy rain/Snow weather options at either Day or Night.
Need some baddies to lurk in from the shadows?
Eerie and Eldritch | Dusty and Deceitful | Bloody and Brutal
Need a merchant or two for the party to get some much needed equipment and guards to protect them?
Merchants 1 | Merchants 2 | Merchants 3 | Town Guards
Here are some packs to keep your towns populated!
Humans | More Humans | Elves | Dwarves | Half-orcs | Halflings | Gnomes
May the baddies be butthurt and dice roll in your favor!
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