Draktun Pass: The Shadowed Crossing
The Draktun Pass is the only land route between Draktun and Lantear, threading its way through the harsh southern ridges. Treacherous in both terrain and temperament, this narrow mountain road is notorious for rockfalls, ambushes, and stretches of woodland so thick they swallow the sun. Travelers who brave the pass speak of a crossing where daylight fades too soon, and danger lingers at every turn.
Setting & First Impressions
The pass begins gently enough near Draktun, winding through steep-sided valleys dotted with cypress and stone outcrops. But as the road ascends, the terrain turns savage. Jagged peaks rise overhead, slopes littered with loose rock ready to tumble at the slightest quake. In places, the road narrows to no more than a cart’s width, clinging to the mountainside with sheer drops below. Farther in, thick canopies of gnarled forest smother the path in gloom, the air damp and heavy as though night has fallen before its time.
Hazards of the Road
The Pass is infamous for its dangers. Rockslides can erupt without warning, burying caravans in stone. Brigands and Red Cloak patrols alike make use of the narrow choke points to demand “tolls” or bleed travelers of their goods. In the forested stretches, strange lights are sometimes seen between the trees, and eerie sounds echo as though the pass itself resents intruders. Many a tale tells of caravans disappearing entirely, swallowed by the shadows.
Control & Influence
Though officially independent, the pass is under the shadow of the Red Cloaks, who levy their own charges upon travelers. To them, the pass is a lifeline of coin and influence, and their presence ensures order of a kind – harsh, but effective. Some claim they deliberately neglect its upkeep, ensuring its perils drive more smugglers and desperate merchants to Draktun, where their cut is guaranteed.
Notable Places
The Widow’s Turn: A sheer cliff bend where wagons often topple into the abyss, its stones marked by weather-worn shrines to the dead.
The Derk Canopy: A stretch of ancient woodland so dense no light pierces at midday, filled with the sound of unseen wings.
The Red Toll Gate: A crude barricade of logs and spikes where Red Cloaks demand payment.
The Hollow Bridge: A moss-covered wooden span over a gorge, creaking ominously with each step yet still the only way across.
Rhythms & Customs
Locals say it is unwise to whistle in the pass, lest the mountains answer back with rockfall. Merchants often hire double guards for the journey, while smugglers prefer to move under clouded skies, when the pass feels most alive with unseen watchers. Superstition demands a stone be cast into the abyss at the Widow’s Turn – an offering for safe passage.
For the Storyteller
The Draktun Pass is a crucible of tension: bandit ambushes, supernatural whispers, and the looming threat of nature itself. It offers natural choke points for combat, eerie forest settings for mystery, and a perfect staging ground for Red Cloak corruption or intrigue. Whether as a shortcut, a smuggler’s road, or a deadly gauntlet, it is always an adventure in itself.
Encounters
When traveling the Draktun Pass, roll d10 for possible encounters…
- 3 (1d4) Red Cloaks demanding tolls.
Red Cloaks: AC 14, HP 22, scimitar (1d6+2), leather armor, intimidation tactics. - A sudden rockfall, requiring DC 14 Dexterity saves or taking 2d8 bludgeoning damage.
- 4 (1d4+3) wolves, gaunt and aggressive.
Wolves: AC 13, HP 11, bite (1d6+2), pack tactics. - A wandering pilgrim lost in the gloom, begging for an escort.
Pilgrim: AC 10, HP 6, staff (1d6), no armor. - A spectral light flits among the trees — if followed, leads the party into an ambush of 5 bandits.
Bandits: AC 12, HP 11, shortsword (1d6), leather armor. - A merchant caravan of 2 wagons stalled at a broken wheel, guarded by 3 mercenaries.
Mercenaries: AC 15, HP 18, longsword (1d8+2), chain mail. - A black bear emerges from the woods, startled and defensive.
Bear: AC 11, HP 34, multiattack (claw/bite, 1d6+2 / 1d8+2). - A group of 4 (1d4+2) smugglers leading pack mules under the Cloaks’ protection.
Smugglers: AC 12, HP 14, dagger (1d4+2), leather armor. - A swarm of bats erupts from the canopy, disorienting travelers. DC 13 Wisdom save or be frightened for 1 minute.
- A Red Cloak captain with 2 lieutenants, inspecting caravans with forged permits.
Captain: AC 15, HP 40, longsword (1d8+3), chain mail. Lieutenants: AC 14, HP 25, scimitar (1d6+2).