Crossroad Bandit Hold
- Rooms
- 9
- Foes
- 24, CR 1/4 to 3
- Traps
- 8
- Treasure
- 1,092 gp
At a glance
The threat
The bandits are organized, hungry, and increasingly desperate, while wolves and feral beasts have been lured into the lower chambers by scraps, blood, and the captain's harsh discipline.
Wandering monsters (1d4)
- 1
1d2× Bandit ScoutCR 1/2
When: Loud fighting or prolonged noise in the upper hallsA restless scout with a shortbow and a whistle around his neck - 2
1d4× Dire RatCR 1/4
When: Scent of food, blood, or open grain storesA lean predator that slips through cracks and shadows - 3
1d2× Bandit PatrolCR 1
When: If the party spends too long in one area or fails to silence alarmsA nervous patrol pair carrying lanterns and spears - 4
Roving Dire WolfCR 2
When: Any creature wounded and bleeding in the lower chambersA massive wolf roaming with foam on its jaws and torn harness straps still hanging from its neck
Rooms
9Ruined Toll Entrance
What they see
Read aloud
Broken wagon ruts and a splintered gate mark the old tollhouse entrance. A crude guard post watches the road, and a low chant from deeper inside suggests the bandits are alert but overconfident.
Features
- Splintered toll gate
- Arrow slit guard post
- Faded road marker stone
What the GM knows
Monsters
2× Bandit LookoutsCR 1/2
Lean lookout cutthroats with shortbows and cudgelsTactics. They stay behind cover and focus fire on isolated intruders, fleeing to raise the alarm if badly hurt.Treasure
Tollbox18 gp
A battered lockbox contains toll tokens, a few silver coins, and a local route sketch.Notes
This is the public face of the dungeon. If the party enters loudly, the lookouts warn and .
2 doors: S (normal), E (locked)
The place
What it is
Beneath a ruined roadside tollhouse at the edge of a small crossroads town lies a bandit den that has swallowed old cellars, smugglers' passages, and a forgotten shrine.
Atmosphere
Wet timber, old pitch, and sour animal musk cling to the air.
The threat
The bandits are organized, hungry, and increasingly desperate, while wolves and feral beasts have been lured into the lower chambers by scraps, blood, and the captain's harsh discipline.
History
This place began as a roadside tollhouse and watch station built to keep merchants safe at the crossroads and collect road dues for the barony.
Rumors
1d5- 1The bandits have a wolf that listens to whistles like a trained hound.
- 2A missing tax collector was last seen entering the ruined tollhouse with a satchel of sealed papers.
- 3Old Bram says the cellar below the tollhouse is cursed because the road stones were laid over a shrine.
- 4Someone in town has been buying stolen grain and paid the raiders to spare their wagon.
- 5At night, pale eyes can be seen moving behind the cracked upper windows of the hold.
Plot hooks
4Corridors
3Between and
Collapsed wagon boards are braced into makeshift barricades, forcing travelers to squeeze past under watchful murder holes.
Between and
Old toll markings are scratched over with bandit symbols, and fresh boot prints show the route is still actively used.
Between and
A narrow drainage channel runs along the wall, carrying muddy water, feathers, and the occasional bloodied scrap of cloth.
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