
Atop the cliffs that overlook a thin waterfall, an old tower crumbles slowly into the gorge below. However, though the cold walls once held only messenger birds and their carers, now a small group of outlaws and bandits has begun using it as a base.
A bandit troupe has taken over the old Rookery in the Dedyre Downs, and is using it as a base of operations as they pray upon the caravans heading for nearby Rantil. Their base, however, is well chosen, and the local authorities are having difficulty apprehending them. A general contract has gone out: gold to whomever can clear out the Rookery.
Beginning this Encounter.
The players can encounter this quest anywhere near the Dedyre Downs, or perhaps encounter an unfortunate caravan on the road, where the now-destitute merchant begs them to help.
This quest is an overview of the location and the tactics to be used, and not of the stat blocks of the enemies themselves. As such, it can be scaled as appropriate.
Arrival at the Rookery
The air grows cooler as the valley walls rise around you. Moss carpets the rocks, and spray from the waterfall paints your boots slick. You spy the lift first — a rickety wooden platform tethered to iron rings and pulleys, swaying gently in the wind. High above, stone outposts peek between bushes and ledges. The path to your right snakes up the cliff face, perilously thin in places, marked with old boot-scuffs and a hanging bell on a taut string.
The valley is damp, overgrown, and echoing. Birds call from above, but otherwise the place feels still — as though watched. A failed Perception check might miss the telltale shimmer of a spyglass or the brief glint of sunlight on a drawn crossbow. The players have choices: sabotage the lift from below, scale the path in stealth, or announce themselves with a full-frontal assault. The terrain means even the first step in can shape the entire encounter.
Approach. The players are given the choice of whether to use the winding path or the rickety lift. However, both options provide possible boons and downsides: either gives the opportunity for being spotted, or being ambushed by the bandits.
Preparation. The bandits have carved out their lair here for good reason: it is excellently situated, and they have taken time to improve it further. The lift and the horses in the stables both give options for escape: will they deal with that before moving on?
The Main Quarters
"You emerge onto a wide ledge lined with old stone buildings. Roofs sag with moss and time. A broken sign reads 'Message Division.' Blankets flutter where shutters used to hang. Inside, crude bunks, crates, and firepits speak of long-term use. The smell of horse, stew, and sweat mingles with the damp."
This is the bandits’ living space. Half the crew sleeps here, eats here, and watches for signs of intrusion. There are plenty of places for cover, ambushes, and bottlenecks: narrow doors, broken furniture, and overturned tables. The bandits have rigged certain spots with traps or noise-makers. Clever players might use their own environment against them — pushing shelves to create cover, starting a fire to cause chaos, or finding hidden maps and notes about patrol schedules.
Two Points of Entry. The players’ approach determines how many bandits are present here and how quickly the alarm is raised. A stealthy team may catch some off guard. A loud approach means the room is reinforced from the tower above. If the lift is sabotaged or the bridge collapsed, escape options narrow for the bandits — and the players.
The Old Tower
"The stairs groan underfoot as you climb. The walls are narrow — once built for messengers, not warriors. At the top, light streams through broken shutters. The tower's crown is wide and hollow, its floor tiled with old guano and feathers, now dried to dust. Someone has set up a small desk and a war map under a slanted skylight. Nearby, a rope ladder hangs out into the void, flapping in the wind."
This is the bandit captain’s perch — both literally and figuratively. From here, the Rookery commands a view of the entire valley. It's both a defensible position and a potential deathtrap if the players cut off escape routes. The captain may engage only if cornered, using traps, readied spells, or alchemical tricks stored here. Otherwise, they'll flee using the rope ladder down to a secret ledge and attempt to vanish into the rocks.
High Ground Advantage. The enemies here will exploit verticality — climbing, kicking, or pushing players down the stairs. The captain knows their base well and will use it smartly. Spells or ranged attacks from this vantage point can dominate the battlefield unless the players are quick to disrupt them.
Finalising the Quest
"With the tower cleared and the Rookery retaken, the wind through the valley sounds different — freer, somehow. Below, the path you took winds back into sunlight. Somewhere in the distance, a hawk screeches once and takes flight."
Upon clearing the tower, the players may find maps detailing raids, lists of corrupted officials, or information tying the bandits to larger powers. Capturing the captain could mean a valuable prisoner — or a dangerous one. Locals rejoice at the clearing of the Rookery, and the once-abandoned tower could be claimed and repurposed. Whether the players walk away with coin, recognition, or intelligence that links this skirmish to a wider war is up to your world — but this isn’t just a hideout. It’s a foothold, now taken.
