The Beacon Cut
- Rooms
- 12
- Foes
- 11, CR 1/8 to 1/2
- Traps
- 2
- Treasure
- 142 gp
At a glance
The threat
A bandit captain has claimed the central mound as a bed and throne, sleeping through much of the day while the crew keeps watch around the ruins.
Wandering monsters (1d3)
- 1
1d2× Bandit patrolCR 1/8
When: The party spends more than ten minutes in the ruins or makes a loud disturbance in a corridor.A pair of bandits patrol with damp cloaks and a shared whistle, looking for food or stragglers. - 2
Ruin dogCR 0
When: The party opens the storeroom or leaves food unattended.A lean stray dog noses through the rubble, growling at anyone who approaches its hidden scraps. - 3
Bandit runnerCR 1/8
When: The captain is disturbed, or an alarm whistle sounds from .A bandit runner carries a warning between the two campfires, then ducks into the nearest doorway if spotted.
Rooms
12Rain Court
What they see
Read aloud
A roofless square vestibule opens to the rain, its paving stones worn into a shallow bowl. Four ordinary doors and two locked ones lead into the ruins; fresh boot tracks circle the center before splitting toward the occupied rooms.
Features
- Rain pools in the middle of the room.
- The south and north locked doors have simple iron hasps.
What the GM knows
Monsters
2× Bandit lookoutCR 1/8
Bandits in patched cloaks use the stone doorframes as cover and keep a whistle ready.Tactics. One whistles to warn the camp, while the other shoots from cover and retreats toward .Treasure
Lookout's purse6 sp
A canvas purse tucked behind a loose entrance stone, likely hidden by a lookout.Notes
This is the main entry point. A loud fight here can alert bandits in or ; the whistle takes an action to use.
4 doors: W (archway), E (secret), S (archway), N (locked)
The place
What it is
The ruins are the remains of a hilltop signal station and its stone storehouses, now occupied by a ragged bandit crew.
Atmosphere
Cold rainwater ticks through cracked roofs.
The threat
A bandit captain has claimed the central mound as a bed and throne, sleeping through much of the day while the crew keeps watch around the ruins.
History
Stonecutters raised this small signal station above the road, with a shrine and store rooms for crews who maintained its beacon.
Rumors
1d4- 1Two campfires glow among the ruins at night, but some travelers claim they have seen a third light moving across the hill.
- 2The bandits' leader sleeps through daylight and wakes furious if anyone touches the mound.
- 3A cracked shrine holds a record that can guide a lost caravan along the old road.
- 4The ruins are haunted by the signal keepers, though the only voices anyone has heard were men calling warnings.
Plot hooks
3Corridors
3Between and
A line of shallow boot prints passes through the dust, then vanishes at a blank wall concealing the secret entrance to .
Between and
A broken stone gutter channels rainwater toward the lower rooms; scraps of bandage and a few drops of blood mark the flow.
Between and
A narrow crack in the masonry carries the sound of a slow, heavy snore from the hilltop chamber.
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