Bandit Hideout - Hi Resolution Day, Night, Snow, Desert & Hidden Secrets Variants (Patreon)
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KEY & DESIGN NOTES
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This is the first map set in the new patron voted 'Frontier' theme. Life is hard out on the fringes of civilisation, but that hardness both attracts and builds a certain kind of person, a certain kind of people. Exploration and innovation guide those pioneers seeking a new life out here on the edge, free from the strictures of society, but it is not without its own dangers.
Background
The Sheriff has been inundated with complaints about bandit raiders attacking trade caravans and travellers. Despite increasing patrols and searching the local area for signs of their camp, little progress has been made. Setting up a new town in new territory requires a lot of management and the law is needed in many places at once. Until the Sheriff can train more new recruits, they are looking for passing groups of adventurers to help out.
If the party is willing to help, they will be directed to discover the location of the bandit’s hideout and either eradicate them or bring them in. The Sheriff believes they must be hiding out somewhere in the foothills of the mountains, there are a number of unexplored cave networks out there that would be a perfect hiding place for a large group. Any valuables found must be returned to their rightful owners, but the party can keep any items or gold not claimed within 7 days and will also receive a fee for each bandit captured or killed. Double for the leader.
Grid Information
GRID SIZE – 34x22 (300DPI)
VTT SIZE – 4760x3080 (140DPI)
RECOMMENDED PRINT SIZE – A1/ANSI D
Note - The '01 Caverns' level of the map is identical for each of the different variants. If you download all 3 variants, you can delete the caverns level from 2 of them to save storage space.
Collaborators
Tabletop RPG Music has created an original track to go with this map, themed on 'exploration'. This is the first of 3 themed tracks they will be creating for the Frontier series. You can listen to the track on youtube HERE or download it using the link at the top of this post
'Need a soundtrack for your adventure? Tabletop RPG Music delivers multiple tracks every month specifically designed for use at the table. Enhance your game with evocative atmospheres, epic battle tracks, and much more in between. Sign up as a patron to gain access to rewards such as bonus tracks, 1 hour versions, behind the scenes content, custom track suggestions and more.'
Design Notes
Bandit Hideout 02 - Fort
- 01 – Main Courtyard – Entered through the gateway
- 02 – Watchtowers – Accessed by ladders
- 03 – Upper Walkway – Provides a view over the outer wall, while still maintaining cover
- 04 – Dorm – Some of the bandits choose to sleep inside. At night, some of the dogs will also join them here for warmth.
- 05 – Toilet – Hole drops straight through to the ground below. Often infested with rats.
- 06 – Upper Courtyard – Raised ground gives some view over the gateway. Secondary line of defence if needed.
- 07 – Storage Room – Mostly basic supplies
- 08 – Mess and Armoury – Spare weapons, shields and armour scavenged from the dead are kept here. Bandits often use it as a game room to pass the time.
- 09 – Fallen Wall – Part of the wall came down in a recent storm. Until it is fixed a guard is kept here at all times.
- 10 – Overhang – Entrance to the Cavern levels (11) is through a door concealed below the overhang.
Bandit Hideout 01 - Caverns
- 11 – Cavern Entrance – Doors lead out to 10
- 12 – Food Preparation – Large slabs of unknown, recently butchered meat ready to be cooked.
- 13 – Forge – A small, unrefined forge and smithy for basic repairs to damaged equipment.
- 14 – Cages – Although occasionally used to hold prisoners, these cages are commonly used to keep the more feral guard dogs under control until they are needed. Fallen rocks hide the entrance to 15
- 15 – Hidden Passage – The long dead skeletons of two people trapped here when fallen rocks caved in the tunnel. Moving aside the heavy rocks opens up entrances to 14 and 17
- 16 – Tusk Trap – If the bandits are forced to retreat inside the caves they will move back beyond this area. The large Ivory Tusks are suspended on ropes that when cut will cause them to swing into the narrow passageway, impaling anyone in the space.
- 17 – Main Camp – Primary sleeping and living space for the bandits
- 18 – Ropebridge Trap – Suspended over a deep pit lined with steel spikes. The bridge can be instantly dropped from the far side if needed.
- 19 – Inner Chamber – This large open chamber is used for training and storage of goods. The underground river brings a supply of fresh water and fish making it a perfect long-term hideout.
- 20 – Bandit Captain’s Quarters – Unlike the rest of the naturally formed caverns, this space has been carved out of the rock. A hidden doorway behind the wardrobe leads to 21
- 21 – Hidden Alcove – The Bandit Captain is a sorcerer of some power. Any magical items or trinkets taken during raids are kept in this private chamber.
- 22 – Treasure Pile – Loot taken from the dead is kept here before being fenced in town. Many of the more valuable items come from passing trade caravans or travelling nobles.
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