Bandit Cave
“Where Desperation Dwells”
“They’re not monsters. Just desperate people who made desperate
choices. That doesn’t make them less dangerous.”
—Elder Mira
Thornwell
Quick Reference
| Attribute | Details |
|---|---|
| Location | Northern Cliffs, Northwest Ravine |
| Region | The Bright Reaches |
| Type | Natural cave, bandit hideout |
| Size | Small (main chamber 20m × 15m) |
| Population | 2-6 bandits (varies) |
| Access | Hidden entrance, partially concealed by vines |
| Dangers | Bandits, structural instability, darkness |
| Discovered | ~280 S. (bandits found it 7 years ago) |
Bandit Cave - Hidden
Hideout
Table of Contents
- Overview
- Geography and Structure
- Current Occupants
- Quest Connection
- Tactical Considerations
- Related Topics
Overview
Bandit Cave is a natural limestone cavern in the northwest ravine of Northern Cliffs, serving as the primary hideout for a small gang of desperate outlaws. Hidden behind hanging vines and accessible only by a narrow, treacherous path along the ravine wall, the cave provides natural protection from weather and detection—making it an ideal base for criminals preying on merchant traffic between Skyport Eos and northern settlements.
This is not a sophisticated criminal operation. The bandits who occupy the cave are desperate individuals—refugees from Rot-corrupted islands, outcasts from settlements, failed merchants, and those who simply fell through civilization’s cracks. They ambush travelers, steal what they can, and retreat to this dank shelter where they divide meager spoils and plan the next desperate act.
The cave gained notoriety as the location where a merchant was held captive after being ambushed on Northern Cliffs—the central event of The Lost Merchant quest. For many Sky-Striders, this cave represents their first real combat encounter: a tense confrontation in close quarters where skill checks truly matter and choices have weight.
Geography and Structure
Cave Layout
Entrance: - 3m wide opening in ravine wall - 15m above ravine floor - Partially concealed by hanging vines - Narrow ledge approach (difficult to navigate) - Defensible position (one person blocks entrance)
Main Chamber: - 20m × 15m irregular cavern - 4m ceiling height - Relatively dry (some moisture seepage) - Natural ventilation (air circulation good) - Single entrance/exit (tactical bottleneck)
Side Alcoves (3 smaller spaces): - Sleeping area (bedrolls, personal items) - Storage nook (stolen goods, supplies) - Deeper passage (blocked by collapse, 5m deep)
Floor: - Uneven stone - Accumulated dirt and debris - Camping area (fire pit, ash) - Trip hazards (rocks, equipment)
Walls and Ceiling: - Limestone (relatively stable) - Natural formations (stalactites, shadows) - Water stains (past flooding) - No pre-Shattering construction (purely natural)
Environmental Conditions
Lighting: - Natural: Minimal (entrance only) - Artificial: Campfire (bandits maintain) - Darkness in alcoves - Shadows dramatic (concealment possible)
Temperature: - Cool (10-12°C constant) - Warmer near fire - No wind (protected) - Damp smell
Sound: - Echo moderate - Outside wind faintly audible - Conversations carry - Stealth difficult (footsteps echo)
Safety: - Structure stable (no collapse danger) - Fire smoke vents naturally - Floor uneven (fall risk) - Darkness in back areas
Current Occupants
Bandit Gang
Numbers: - Typically 2-4 active members - Up to 6 during larger operations - Varies (turnover high, some leave, some join)
Composition: - Mixed backgrounds (refugees, outcasts, criminals) - Desperate, not professional - Poorly equipped (crude weapons, minimal armor) - Minimal organization (loose cooperation)
Leadership: - Rotating or strongest member - No formal structure - Disputes common - Alliances temporary
Tactics: - Ambush travelers on Northern Cliffs - Target lone or small groups - Demand valuables - Retreat to cave after attacks - Defend hideout if discovered
Resources: - Stolen goods (food, coin, fabric) - Basic weapons (clubs, rusty swords, knives) - Minimal armor (leather, none for some) - Bedrolls, cooking equipment - No magic or advanced technology
Motivations
Desperation: - Many are refugees (nowhere else to go) - Failed merchants (debts, bankruptcy) - Outcasts (crimes, social rejection) - Survival (no legitimate options)
Conflict: - Some reluctant (do this or starve) - Others hardened (embraced criminal life) - Internal tension (moral disagreements) - Short-term thinking (no future plans)
Humanity: - Not monsters (still people) - Capable of negotiation (if approached right) - Can be intimidated (fear death) - Some retain conscience (feel guilt)
Quest Connection
The Lost Merchant
Role: Stage 3 location in The Lost Merchant tutorial quest
Scene Setup: > Inside the cave, two bandits stand over a bound merchant. One sharpens a knife. > > “No one’s coming for you, trader,” the bandit sneers. “Your coin, your silk, all ours.” > > Then they see you.
Player Approaches:
- Stealthy Entry (if tracked successfully):
- Element of surprise
- Bandits unprepared
- Combat difficulty reduced (-10)
- Can attempt sneak rescue (hidden option)
- Intimidating Entrance (if charged successfully):
- Bandits rattled
- One ready to flee
- Combat difficulty reduced (-8)
- Psychological advantage
- Clumsy Entrance (if approach failed):
- Bandits heard player coming
- Weapons drawn
- Combat difficulty increased (+5)
- No surprise advantage
Resolution Options:
Combat Path (Strength): - Fight both bandits - Risk: HP and Stamina cost - Success: Defeat bandits, rescue merchant, gain reputation - Failure: Narrow victory (merchant helps), serious injuries
Negotiation Path (Cunning): - Bribe bandits with coin - Risk: Lose money, might fail - Success: Bandits take bribe, leave merchant - Failure: Lose coin, forced to fight
Stealth Path (Cunning, hidden): - Available only with stealthy approach - Sneak past bandits, cut merchant’s bonds - Risk: Detection forces combat - Success: Perfect rescue, highest XP reward - Failure: Detected, must fight
Teaching Purpose: - Tutorial for combat mechanics - Choice consequences (approach matters) - Multiple valid solutions - Failure still progresses quest - Moral complexity (bandits are desperate, not evil)
Tactical Considerations
For Players (Quest Context)
Advantages: - Single entrance (bandits can’t escape easily) - Fire provides light - Limited space (bandits can’t maneuver) - Surprise possible (if stealthy)
Disadvantages: - Confined space (limits movement) - Darkness in alcoves (ambush risk) - Echo (stealth difficult) - Single exit (if retreat needed, difficult)
Optimal Strategies: - Stealth approach for best advantage - Intimidation works (bandits fear death) - Negotiation viable (they’re desperate, not fanatic) - Combat manageable but costly
For Bandits
Defensive Advantages: - Know the terrain - Prepared position - Merchant as potential hostage - Narrow entrance (bottleneck defense)
Weaknesses: - Poorly equipped - Not professional fighters - Internal disagreement (some want to flee) - Moral doubt (some conflicted) - No escape route (trapped if overwhelmed)
Aftermath
If Bandits Defeated
Immediate: - Merchant freed - Stolen goods recoverable (silk, coin) - Cave unoccupied - Bodies (if lethal force used)
Long-term: - Other bandits might avoid area - Or new group moves in (abandoned shelter) - Skyport Eos Council aware (doesn’t act) - Reputation spreads (player known)
If Bandits Bribed
Immediate: - Merchant freed - Bandits remain (with bribe money) - Temporary peace - Player leaves safely
Long-term: - Bandits continue operations - Might target others - Player avoided violence (moral choice) - Pragmatic solution (guild approves)
If Stealth Rescue
Immediate: - Merchant freed unnoticed - Bandits unaware until later - No violence - Perfect outcome
Long-term: - Bandits confused (how did he escape?) - Continue operations - Player gains reputation (masterful rescue) - Demonstrates skill
Environmental Storytelling
Evidence of Life
Visible Items: - Bedrolls (personal belongings nearby) - Cooking pot (shared meals) - Stolen silk (recent crime) - Weapons (crude but maintained) - Letters or notes (some bandits literate)
Subtle Details: - Some bedrolls nicer (recent theft) - Food supplies limited (desperation visible) - No luxury items (pure survival) - Repairs to clothing (poverty) - Family tokens (some bandits have loved ones)
Moral Complexity: - Not evil lair (no torture devices, altars) - Survival shelter (desperate camp) - Human details (letters, keepsakes) - Shows desperation over cruelty
Access and Discovery
Finding the Cave
From Northern Cliffs Surface: - Investigate ravines - Track footprints (quest context) - Follow clues (broken cart, trails) - Divine guidance (prayer option) - Local knowledge (rare)
Approach Path: - Descend into northwest ravine - Narrow ledge along wall (15m above floor) - Vines conceal entrance - Difficult to spot without knowing location - Climbing skill helpful (not required)
Detection Risk: - Bandits post lookout (sometimes) - Noise carries (stealth important) - Fire smoke visible at night - Footprints to entrance (in wet conditions)
Related Topics
- Northern Cliffs - Parent location
- The Lost Merchant - Quest set in this cave
- Skyport Eos - Nearest settlement, where quest begins
- Outland Clans - Some bandits are displaced clan members
- Sky-Guild - Pragmatic approach to bandits (negotiation accepted)
Location Status: Active (occupied)
Designer Notes: Tutorial quest climax location, teaches
combat/negotiation/stealth options
“Sometimes the villains are just people who ran out of choices.”