Publisher's blurb:
Deadman's Pass is a location that I've used before in game that proved effective. The location itself was inspired by the Badlands in South Dakota. I stayed there for a summer living on an Sioux reservation. A surreal place. A place of extremes.
Deadman's Pass is dangerous for so many reasons, the natural hazards, vicious native predators and the supernatural guardians from a time long past. I've set it up so the GM can develop an atmosphere of danger. That tip-toeing along the narrow pass is critical to survival. And god forbid the party gets stuck on Deadman's Pass at night.
The GM has complete control of how difficult it is for the party to make the trip. Maybe the need to defend themselves from a pack of death dogs or maybe they'll encounter one of the monstrous undead guardians. Like most of the things I write, I try to layer in a little history or back story. In this case, a sacred, and what some would say is an evil, artifact is buried deep within the ground. Of course GMs can just ignore that bit or file it the back of their mind for a seed for another adventure down the line. Snatching Noctum from its poisoned mithril vault is no easy task.