Crossroads Hold

Where the roads split, thieves and beasts have made a nest of stone and shadow.

8 roomssmaller crossroad town with bandit problem and some local wildlife stirring up troublemedium

This ruined roadside holdfast was once a tollhouse and shelter for merchants crossing the town's trade roads. Now it serves as a bandit nest, where opportunists hide behind old stonework and local wildlife has been driven into the tunnels below. The place is dangerous but not grand, with practical layouts, ugly ambushes, and a leader trying to turn a broken lair into a lasting stronghold.

The air smells of wet earth, old lamp oil, and animal musk. Faint wind whistles through cracked stone, carrying the rattle of dice from hidden rooms, the scrape of boots, and the occasional snarl from deeper below. Torchlight feels thin here, as if the shadows of the old waystation never fully left.

☠ Threat

A cunning bandit chief named Varris Coil has turned the ruined holdfast into a choke point on the trade roads, using traps, lookouts, and trained beasts to prey on travelers. His gang has also angered local wildlife by hunting too close to the woods, so wolves, boars, and stray animals now prowl the corridors, making every fight louder and messier than it should be.

History

The holdfast was built seventy years ago as a tollhouse and refuge for caravans crossing the three roads outside town. When a new byway drew trade elsewhere, the structure was abandoned and slowly stripped. A bandit crew recently seized it, repairing the lower chambers and using the old kennels to shelter wolves, boars, and stolen livestock.

Encounter Table

CR
1/2CR
Roving Wolfx1d2

A hungry wolf drawn by the smell of carcasses and fear.

1CR
Bandit Runnerx1

A jittery bandit scout carrying a horn and a shortbow.

1CR
Wandering Boarx1

A feral boar with cracked tusks and a rope burn around its neck.

2CR
Bandit Patrolx1d2

A veteran enforcer sent to check on noises from the front gate.

Rumours & Whispers

1

The old tollhouse is haunted by the sound of wagons that never arrive.

2

A white wolf with a torn ear has been seen leading travelers away from the road before bandits strike.

3

The bandits do not just rob caravans, they are keeping a list of who pays them in town.

4

Something large and horned has been breaking out of the lower pens at night.

5

A hidden tunnel beneath the holdfast lets the chief slip out under the road.

Quest Hooks

1
Broken Road TradeRecovery

Quest giver: Mara Fen, town reeve

Caravans have vanished between the three roads, and the town council wants the bandit nest cleared before winter supplies fail.

45 gp each and the right to claim recovered trade goods

2
The Wolf SignHunt

Quest giver: Tobin Hale, hunter

A local hunter swears a white wolf with a rope scar on its neck has been leading packs toward the town at night.

A fine longbow, 30 gp, and hunting rights in the old wood

3
Stolen CargoRecovery

Quest giver: Lysa Merrow, spice seller

A merchant family asks the party to retrieve a sealed chest taken by bandits before the chief can sell its contents.

60 gp and a family favor

4
The Inside HandInvestigation

Quest giver: Mayor Halwen

The mayor quietly wants proof that someone in town is feeding the bandits road schedules and guard rotations.

100 gp and official commendation

Corridor Notes

Between Room 2 and Room 3

A collapsed patrol niche still holds a rusted spear rack and a cracked bell rope that rings faintly when brushed.

Between Room 3 and Room 6

Boot marks, claw scrapes, and drag trails overlap in the mud-packed hallway, showing bandits and beasts using the same routes.

Between Room 5 and Room 7

Old wayfinding stones set into the floor mark the roads to each town gate, but one arrow has been deliberately chiseled away.

Between Room 7 and Room 9

A cold draft rolls from a hidden ventilation shaft, carrying the stink of meat and wet fur from the boss level.

Visual sheet

Turn Crossroads Hold into a sheet

A high-res, share-ready sheet you can post or print.