As a follow up to "The Sword of Justice" adventure I'm having the party go to a bandit hideout at the game tomorrow... basically a mini-dungeon not too far into the Dim Forest. The concept is that it used to be an alchemist's home, and there is a secret room with potions the party may be able to find.
Sounds similar to the first part of the Sinister Secret of Saltmarsh, a gang of smugglers/pirates is using an old, abandoned mansion as their offloading base. An illusionist owned the mansion and disappeared mysteriously years ago.
Thanks Allan. It's always a good idea to have several large MM encounters rolled up and detailed ahead of time, so that could be useful. Last night, I had the players go up against a small outpost of bandits, so your cave lair could be the larger group they are part of!
My four players did well against a dozen bandits including their leaders who were two fighters and a thief. They found some potions in a secret room so that was helpful. For that particular secret door check I had them each roll a d6 out in the open, and Ray rolled a 1 so his dwarf found it! After that was a big fight which they won easily by using various potions. They rescued the daughter of a serf and returned to Farstead as heroes!