A Quandary of Raiders | Free Adventure for D&D and PF2e

A Quandary of Raiders | Free Adventure for D&D and PF2e

Designed by Trevar "Dramatic Dragons" Fracchiolla
PF2e Conversion by Bill Fischer
Cartography by Sir Vicke

When a routine caravan raid turns out to be something far more complex, your players are thrust into a moral dilemma that will test their judgment as much as their blades. A Quandary of Raiders begins with bandits and hostages but ends with the chance to uncover a deeper threat: a devil’s bargain that’s forced good people into desperate acts. Will your heroes see through the deception and uncover the truth before it’s too late, or will they strike down those who never wanted to be villains?

Get More. A Quandary of Raiders was taken from the March 2025 issue of Lair Magazine. If you'd like more D&D 5e or PF2e resources for your games, you can pick up Lair Magazine here.

 

A Quandary of Raiders - D&D 5e

Level. This adventure is designed for a group of four to six level-three characters.

Creatures. This adventure features the following creatures: acolyte, berserker, commoner, noble, scout, thug.

Resting. It’s expected that the party will not need to take any long rests in this adventure, though they may need a short rest if the characters encounter bad luck.

Hostage Merchants

The sweet tang of fresh grass wafts on the breeze as it rustles through the long stalks along the road, stirred by an oncoming storm. The wind carries the damp scent of must from the fallen leaves in the forest beyond the rock wall, as well as the cries of alarm and fear. Two wagons block the road, and a third has careened into a tree. A trio of thieves rifle through the crashed vehicle as two bowmen aim arrows at the caravanners cowering behind the middle wagon.

 

Raiders and Traders. A berserker, two thugs, and two scouts have attacked the merchant caravan. The berserker and thugs are raiding the lead wagon that ran off the road while the scouts keep the merchant team (one noble and two commoners) pinned down with their bows.

 Roleplaying Notes.

·         Upon noticing the characters, the berserker orders the thugs to make their escape into the woods with the stolen goods. They both flee to the east and disappear into the trees.

·         He then drags one of the nobles out from behind the wagon, shouting to the characters, “Stay back! No one needs to die this day unless you interfere.” The characters can confirm the honesty of his statement with a DC 14 Wisdom (Insight) check, as he does not want to harm anyone unless there is no choice.

·         The berserker will attempt to negotiate the release of hostages to buy time for the thugs to escape further into the woods. He will offer to release the captives one by one if the characters succeed on a DC 10 Charisma (Intimidation or Persuasion) check.

·         After they release one captive, the scouts will attempt to slip away unnoticed; the berserker will likewise prepare to run as well.

·         If a battle begins while there is a hostage, the berserker will push the hostage to safety.

Encounter Notes.

·         The berserker approaches the nearest character and focuses his attacks on them. He will only resort to attacking recklessly if reduced to half health.

·         Each of the scouts will target other characters with their bows and remain out of range. If the characters approach, they will fall back to a safe distance.

·         While the thugs prioritize escaping, the berserker will fight to the death to allow them to flee. The scouts will retreat if injured or if the berserker is slain.

 

Memento. The berserker wears a locket around his neck that contains a drawing of an elf woman and a young child. The locket is worth 5 cp.

Bandit Trail. A DC 15 Wisdom (Perception) or DC 12 Wisdom (Survival) check around the forest’s edge reveals faint footprints leading into the forest to the east.

Roleplaying Notes.

·         After the battle, the merchants express their thanks to the characters for saving them, although they have minimal reward to offer since the raiders stole their belongings.

·         If asked about the bandits, they explain that the Alrinth Raiders are a new group of bandits plaguing the region. The guards in all of the nearby settlements have a reward of 300 gp for anyone who can stop them.

·         If asked about the direction of the bandit trail, the merchants estimate that Mount Galdor is in that direction.

Pursuing the Raiders

Race the Storm. Following the bandits involves a skill challenge before the oncoming storm threatens to obliterate the trail. The characters must succeed on four checks (base DC 15) to track the raiders to their base. Each skill attempted represents one in-game hour. During the sixth hour of the pursuit, the rain and darkness will increase the base DC to 20, significantly hindering the search.

Campfire Confrontation

A small clearing interrupts the grove of trees nestled at the base of a gully. Several tents encircle a small campfire sheltered beneath an awning to protect it from the storm. Multiple wagons with damage to their wheels and axles stand sentinel around the camp, and several figures barely illuminated by the fire go about their evening tasks.

 

Raider Base. The raiders feature an eclectic band of an acolyte, two thugs, and a scout arrayed around the camp. Any raiders from the previous encounter should also be present if they escaped.

 Roleplaying Notes.

·         The Alrinth Raiders have not set a watch at the camp due to inexperience.

·         The Raiders are eager to avoid bloodshed but are unwilling to surrender unless the characters succeed on a DC 17 Charisma (Intimidation or Persuasion) check or if the characters agree to assist them. If they threaten any of the raiders’ lives, they will fight to defend themselves.

·         If asked why they resorted to this lifestyle, the acolyte (Elder Garron) explains that a barbed devil attacked their village and trapped its citizens in a demiplane. Their only hope to free the villagers is to deliver treasure to this devil, and Elder Garron specifically requires his people to avoid killing innocents at all costs.

Encounter Notes.

·         The acolyte focuses on providing healing and support to the other raiders.

·         Both thugs move as a group to attack in hand-to-hand combat, targeting anyone who gets close enough to threaten their compatriots.

·         The scout targets any spellcasting characters and will rush in to defend the acolyte in melee combat if threatened.

·         If the characters defeat half of the raiders, the remaining outlaws will attempt to flee or surrender.

 

Accumulated Loot. Amidst the crates, barrels, and wagons, the Alrinth Raiders have stolen 325 sp, 400 cp, and 6 days of rations.

Broken Wagons. The wagons around the camp appear to be in disrepair and inoperable.

Conclusion

Once the characters have either accepted the Alrinth Raiders’ surrender or initiated negotiations with them at the camp, they can learn more about the barbed devil that forced them to turn to banditry. Whether the characters kill or capture the bandits, they can claim the reward of 300 gp from a nearby settlement. If the situation with the devil remains unresolved, however, the fiend may come seeking the party that disrupted its plans, using the captured townsfolk as leverage to attempt to force the characters to serve its interests. The barbed devil may become a recurring villain that hounds the characters through future adventures.

Point of Interest: Mount Galdor

Mount Galdor

Natural Landmark

Creatures. The mountain is inhospitable for all but the hardiest of creatures, most commonly wild goats and other beasts at home in the craggy landscapes. More varied wildlife and creatures make the surrounding woods their home; however, bandits notoriously frequent the area.

Description. Mount Galdor is a dormant volcano that has not awoken for several hundred years. Legends describe massive fire elementals rising from the depths of its last eruption to devastate the surrounding countryside. Only the power of a great wizard was able to seal the mountain and restore peace to the area.

Now, the mountain stands as a lone peak towering over the region. Its snowcapped summit offers a challenge to travelers seeking to test their mettle and has served as a lookout for local armies during wartime. Over the years, however, the mountain and its surrounding woods have fallen into disuse except for the occasional bandits.

Discoveries. While the characters are at Mount Galdor, they can discover the following:

        If the characters manage to convince the Raiders to surrender or discover Elder Garron’s journal and succeed on a DC 14 Intelligence (Investigation) check to study it, they can learn that the Raiders are from Alrinth, a village several leagues away. A barbed devil arrived recently and trapped several citizens in a demiplane to force the villagers to bring treasure in exchange for freeing captives.

The journal also details the path the Alrinth Raiders have taken, making it easy to trace the route back to the village when they need to deliver tribute. The characters can follow this path if they wish to confront the fiend and free the villagers.

A Quandary of Raiders - Pathfinder 2e

Level. This adventure is designed for a group of four level-three characters.

Creatures. This adventure features the following creatures: bandit, commoner, noble, ogre warrior, prophet, ruffian.

Difficulty. The party can expect to encounter one moderate and one severe encounter during this short adventure.

Hostage Merchants                  Moderate 3

The sweet tang of fresh grass wafts on the breeze as it rustles through the long stalks along the road, stirred by an oncoming storm. The wind carries the damp scent of must from the fallen leaves in the forest beyond the rock wall, as well as the cries of alarm and fear. Two wagons block the road, and a third has careened into a tree. A trio of thieves rifle through the crashed vehicle as two bowmen aim arrows at the caravanners cowering behind the middle wagon.

 

Raiders and Traders. An ogre warrior, a bandit, and a ruffian have attacked the merchant caravan. The bandit is raiding the lead wagon that ran off the road while the others hold the merchant team (one noble and two commoners) hostage.

 Roleplaying Notes.

·         Upon noticing the characters, the bandit orders the others to make their escape into the woods with the stolen goods. They flee to the east and disappear into the trees.

·         He then drags one of the nobles out from behind the wagon, shouting to the characters, “Stay back! No one needs to die this day unless you interfere.” The characters can confirm the honesty of his statement with a DC 15 Perception check, as he does not want to harm anyone unless there is no choice.

·         The bandit will attempt to negotiate the release of hostages to buy time for the others to escape further into the woods. He will offer to release the captives one by one if the characters succeed on a DC 18 Diplomacy or Intimidation check.

·         After they release one captive, the ruffian will attempt to slip away unnoticed; the ogre will likewise prepare to run as well.

·         If a battle begins while there is a hostage, the bandit will push the hostage to safety.

Encounter Notes.

·         The ogre approaches the nearest character and focuses his attacks on them.

·         The bandit will target other characters with his sling and remain out of range. If the characters approach, he will fall back to a safe distance.

 

Memento. The berserker wears a locket around his neck that contains a drawing of an elf woman and a young child. The locket is worth 5 cp.

Bandit Trail. A DC 18 Perception or DC 15 Survival check around the forest’s edge reveals faint footprints leading into the forest to the east.

Roleplaying Notes.

·         After the battle, the merchants express their thanks to the characters for saving them, although they have minimal reward to offer since the raiders stole their belongings.

·         If asked about the bandits, they explain that the Alrinth Raiders are a new group of bandits plaguing the region. The guards in all of the nearby settlements have a reward of 30 gp for anyone who can stop them.

·         If asked about the direction of the bandit trail, the merchants estimate that Mount Galdor is in that direction.

Pursuing the Raiders

Race the Storm. Following the bandits involves a skill challenge before the oncoming storm threatens to obliterate the trail. The characters must succeed on four checks (base DC 18) to track the raiders to their base. Each skill attempted represents one in-game hour. During the sixth hour of the pursuit, the rain and darkness will increase the base DC to 22, significantly hindering the search.

Campfire Confrontation                     Severe 3

A small clearing interrupts the grove of trees nestled at the base of a gully. Several tents encircle a small campfire sheltered beneath an awning to protect it from the storm. Multiple wagons with damage to their wheels and axles stand sentinel around the camp, and several figures barely illuminated by the fire go about their evening tasks.

 

Raider Base. The raiders feature an eclectic band of a prophet, two bandits, and a ruffian arrayed around the camp.

 Roleplaying Notes.

·         The Alrinth Raiders have not set a watch at the camp due to inexperience.

·         The Raiders are eager to avoid bloodshed but are unwilling to surrender unless the characters succeed on a DC 20 Diplomacy or Intimidation check or if the characters agree to assist them. If they threaten any of the raiders’ lives, they will fight to defend themselves.

·         If asked why they resorted to this lifestyle, the prophet (Elder Garron) explains that a barbed devil attacked their village and trapped its citizens in a demiplane. Their only hope to free the villagers is to deliver treasure to this devil, and Elder Garron specifically requires his people to avoid killing innocents at all costs.

Encounter Notes.

·         The prophet focuses on providing healing and support to the other raiders.

·         Both bandits move as a group to attack in hand-to-hand combat, targeting anyone who gets close enough to threaten their compatriots.

·         The ruffian targets any spellcasting characters and will rush in to defend the prophet in melee combat if threatened.

·         If the characters defeat half of the raiders, the remaining outlaws will attempt to flee or surrender.

 

Accumulated Loot. Amidst the crates, barrels, and wagons, the Alrinth Raiders have stolen 325 sp, 400 cp, and 6 days of rations.

Broken Wagons. The wagons around the camp appear to be in disrepair and inoperable.

Conclusion

Once the characters have either accepted the Alrinth Raiders’ surrender or initiated negotiations with them at the camp, they can learn more about the barbed devil that forced them to turn to banditry. Whether the characters kill or capture the bandits, they can claim the reward of 30 gp from a nearby settlement. If the situation with the devil remains unresolved, however, the fiend may come seeking the party that disrupted its plans, using the captured townsfolk as leverage to attempt to force the characters to serve its interests. The barbed devil may become a recurring villain that hounds the characters through future adventures.

Point of Interest: Mount Galdor

Mount Galdor

Natural Landmark

Creatures. The mountain is inhospitable for all but the hardiest of creatures, most commonly wild goats and other beasts at home in the craggy landscapes. More varied wildlife and creatures make the surrounding woods their home; however, bandits notoriously frequent the area.

Description. Mount Galdor is a dormant volcano that has not awoken for several hundred years. Legends describe massive fire elementals rising from the depths of its last eruption to devastate the surrounding countryside. Only the power of a great wizard was able to seal the mountain and restore peace to the area.

Now, the mountain stands as a lone peak towering over the region. Its snowcapped summit offers a challenge to travelers seeking to test their mettle and has served as a lookout for local armies during wartime. Over the years, however, the mountain and its surrounding woods have fallen into disuse except for the occasional bandits.

Discoveries. While the characters are at Mount Galdor, they can discover the following:

·       If the characters manage to convince the Raiders to surrender or discover Elder Garron’s journal and succeed on a DC 20 Perception check to study it, they can learn that the Raiders are from Alrinth, a village several leagues away. A barbed devil arrived recently and trapped several citizens in a demiplane to force the villagers to bring treasure in exchange for freeing captives.

The journal also details the path the Alrinth Raiders have taken, making it easy to trace the route back to the village when they need to deliver tribute. The characters can follow this path if they wish to confront the fiend and free the villagers.

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