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
- Guaranteed to work (no skill check)
- Takes damage in combat
- Straightforward for combat-focused builds
Diplomatic Path: Intimidation
- Moderate difficulty (Strength DC 25)
- No bloodshed
- Quick resolution
Connections to Other Content
Related Quests
- Refugee Dilemma: Both deal with desperate people outside settlements
- Windmere Farms quests: Establishes relationship with the community
Related Themes
- Desperation: The bandits are “just hungry,” not monsters
- Justice vs. Mercy: Kill them or help them?
- Community Protection: Farmers can’t defend themselves
Lore and World-Building
The Bandit Problem
- Not professional criminals, just desperate people
- Hunger drives them to raid
- Leader is a desperate woman
- They’re willing to negotiate if offered food
- Represent broader economic instability
Windmere’s Vulnerability
- Farmers, not fighters
- Supply shipments are easy targets
- Can’t afford mercenaries
- Depend on goodwill of travelers
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
- High Cunning builds: Trap or negotiation are best outcomes
- Combat builds: Direct attack is reliable
- Reputation conscious: Negotiation provides best reputation outcome
- Consider morality: Are the bandits victims or criminals?
- Failure recovery: Failed trap ends quest, but other options allow retries
Achievements
- Windmere Protector: Complete the quest successfully
- Selfless Protector: Refuse payment
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