Crossroad Bandit Hold

A ruined tollhouse turned bandit den, where stolen goods, hungry beasts, and old road magic wait in the dark.

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

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. The lower chambers have become a hunting ground for wolves and wild things drawn by the scent of blood and stolen meat.

Wet timber, old pitch, and sour animal musk cling to the air. Faint torchlight gutters in smoke-stained sconces, and the constant scrape of claws and boots echoes through narrow stone halls chilled by damp earth.

☠ 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. Their leader plans one final coordinated strike on the town's granary and foresees no retreat, which means the dungeon grows more dangerous as the party presses deeper.

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. When the road shifted and the watch was abandoned, smugglers opened the undercellars, and a bandit captain named Harl Vane later claimed the complex as a nest for raids on passing carts and nearby farms.

Encounter Table

CR
1/2CR
Bandit Scoutx1d2

A restless scout with a shortbow and a whistle around his neck

1/4CR
Dire Ratx1d4

A lean predator that slips through cracks and shadows

1CR
Bandit Patrolx1d2

A nervous patrol pair carrying lanterns and spears

2CR
Roving Dire Wolfx1

A massive wolf roaming with foam on its jaws and torn harness straps still hanging from its neck

Rumours & Whispers

1

The bandits have a wolf that listens to whistles like a trained hound.

2

A missing tax collector was last seen entering the ruined tollhouse with a satchel of sealed papers.

3

Old Bram says the cellar below the tollhouse is cursed because the road stones were laid over a shrine.

4

Someone in town has been buying stolen grain and paid the raiders to spare their wagon.

5

At night, pale eyes can be seen moving behind the cracked upper windows of the hold.

Quest Hooks

1
End the RaidsClearout

Quest giver: Reeve Aldren

The town reeve offers coin if the party clears the hold and returns proof that the raids will stop.

120 gp and a civic favor

2
Recover the StrongboxRecovery

Quest giver: Mira Voss, caravan factors' daughter

A merchant family wants their stolen strongbox recovered from the bandit cache before it is cracked open.

75 gp plus a trade discount

3
Stop the Night HuntsHunt

Quest giver: Old Bram the goatherd

Villagers swear the bandits have been taking live goats and dogs, and they want the beasts put down or driven off.

40 gp and local gratitude

4
Restore the ShrineReligious

Quest giver: Sister Lenna

A priest believes the old roadside shrine beneath the hold is still consecrated and could be restored.

Blessing, healing, and 100 gp

Corridor Notes

Between Room 2 and Room 3

Collapsed wagon boards are braced into makeshift barricades, forcing travelers to squeeze past under watchful murder holes.

Between Room 3 and Room 5

Old toll markings are scratched over with bandit symbols, and fresh boot prints show the route is still actively used.

Between Room 4 and Room 7

A narrow drainage channel runs along the wall, carrying muddy water, feathers, and the occasional bloodied scrap of cloth.

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