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The Bandit Threat

Type: Side Quest
Location: Windmere Farms
Difficulty: Medium
Rewards: 100-200 Aether-Coins, fresh produce, reputation gains
Implementation Status: ✅ Fully Implemented


Overview

Bandits have been raiding Windmere Farms’ supply shipments—three attacks in the last month. The farmers need help dealing with the threat before they can no longer feed Ironhold or themselves.

The Elder of Windmere offers payment to stop the bandits, who have a camp near the old windmill.


Quest Stages

Stage 1: The Report

Trigger: Visit Elder Hall at Windmere Farms
Objective: Speak with the Elder about the bandit problem

The Elder explains the situation: bandits raiding shipments, farmers unable to fight back, food supplies threatened.

Choices: - Accept help: Agree to deal with the bandits - Demand payment (Strength DC 20): Negotiate for 200 coins - Refuse: Not your problem


Stage 2: Dealing with the Bandits

Location: Bandit camp near the old windmill
Objective: Deal with approximately 15 bandits

Multiple approaches available:

Direct Attack

Charge the camp and fight the bandits. - Triggers combat encounter - Straightforward but dangerous - Rewards: Combat loot, defeated bandits

Set a Trap (Cunning DC 28)

Create a fake supply wagon rigged to collapse.

On Success: - 4 XP - 50 Aether-Coins - Bandit loot - Bandits captured without bloodshed

On Failure: - Bandits see through trap - They raid a different farm - -10 Outland Clans reputation - Quest fails

Negotiate (Cunning DC 26)

Approach under white flag and negotiate peace.

On Success: - 3 XP - Farms provide surplus food, bandits stop raiding - Everyone wins - Negotiated peace outcome

On Failure: - Bandits don’t trust you - Must try another approach

Intimidate (Strength DC 25)

Walk into camp alone and scare them off.

On Success: - 3 XP - Bandits leave without bloodshed - Problem solved

On Failure: - “One person against fifteen? Get lost.” - Must try another approach


Stage 3: Resolution

Objective: Return to Elder and report success

The Elder thanks you based on your approach.

Choices: - Accept payment: 100 coins + fresh produce + preserved food - Refuse payment: Keep only produce, gain +30 Outland Clans reputation - Demand more (Strength DC 24): Try for 200 coins total


Strategic Considerations

Optimal Path: Trap or Negotiation

Both avoid bloodshed and provide good outcomes: - Trap: Requires high Cunning (DC 28) but captures bandits - Negotiation: Moderate Cunning (DC 26), creates sustainable peace

Combat Path: Direct Attack

Diplomatic Path: Intimidation


Connections to Other Content


Lore and World-Building

The Bandit Problem

Windmere’s Vulnerability


Moral Complexity

The Bandits’ Perspective: - “We’re not monsters. We’re just hungry.” - Willing to stop raiding if given regular food - Desperate, not evil

The Farmers’ Perspective: - Can’t feed everyone - Raids threaten their survival - Need protection

The Player’s Choice: Punishment, negotiation, or intimidation?


Tips and Strategies

  1. High Cunning builds: Trap or negotiation are best outcomes
  2. Combat builds: Direct attack is reliable
  3. Reputation conscious: Negotiation provides best reputation outcome
  4. Consider morality: Are the bandits victims or criminals?
  5. Failure recovery: Failed trap ends quest, but other options allow retries

Achievements


Implementation Notes

File: data/vignettes/windmere/bandit_threat.json
Quest ID: bandit_threat
Type: quest
Stages: 3

Notable Features: - Multiple solution paths (combat, stealth, diplomacy) - Moral complexity (bandits are sympathetic) - Failure states that end quest or allow retries - Dynamic resolution based on approach


Last Updated: December 3, 2025