5. The Bailiff’s Hall
The Bailiff’s Hall serves as the law enforcement headquarters and administrative center of Twilight Falls, ensuring order is kept in the bustling village. Located in the center of the settlement, the Hall functions as both a courthouse and a holding facility, where Bailiff Roldo Madleth and his men maintain control through a mixture of intimidation and force. Though technically tasked with upholding the law, Roldo’s true allegiance lies with Mayor Robleth Tyne and his backers in Dantilus Trimber’s merchant network, ensuring that wealth and power dictate justice in the village.
The Bailiff’s Hall
The Bailiff’s Hall is a sturdy, two-story stone and timber structure built to withstand both the harsh elements of the Gnarley Forest and the occasional riotous brawl. Unlike the more welcoming buildings of Twilight Falls, the Hall has an austere, almost fortress-like presence, with its high-peaked roof, thick wooden doors, and iron-barred windows.
- Exterior:
- Constructed from reinforced timber and local stone, with iron-bound doors.
- A small watchtower attached to the rear allows for vantage over the village square.
- Carved emblem of the Verbobonc, Viscounty sits above the entrance, though it is weathered and faded.
- Stockade and gallows positioned outside for swift punishment.
- Interior:
- Main Hall – A large open space where judgments and disputes are settled.
- Holding Cells – Five iron-barred cells for those awaiting punishment or trial.
- Armory – A locked storage for weapons, shields, and confiscated goods.
- Bailiff’s Office – Roldo Madleth’s private chamber, cluttered with ledgers, unpaid fines, and half-empty tankards.
- Guard Quarters – A dormitory for six men-at-arms, who rotate shifts patrolling Twilight Falls.
The Role of the Bailiff’s Hall
Functions & Services
The Hall is not only a jail but also an administrative center, handling matters of law, taxation, and village security.
- Law Enforcement – Roldo’s men patrol the streets, keeping order—though often in favor of the wealthy.
- Judgments & Punishments – Small disputes are settled here; serious crimes are reported to Verbobonc’s higher courts.
- Tax Collection & Fines – Merchants and businesses must pay tribute, a portion of which is skimmed by Roldo himself.
- Hiring Mercenaries & Militia – Guards are often recruited from caravan escorts and hired thugs.
- Holding Prisoners – Criminals, drunks, and troublemakers are detained in the Hall’s cells.
“The law is a cudgel, and I’m the one holding it.”
Political & Mercantile Relationships
Though officially the enforcer of law, Roldo Madleth operates more as the strong arm of Twilight Falls’ corrupt elite. His alliances and rivalries shape the power dynamics within the village, ensuring that money and influence, not justice, dictate the rules. While he controls the streets, his true loyalty is tied to those who pay him, making him both a dangerous adversary and a valuable asset—for the right price.
- Robleth Tyne (Mayor of Twilight Falls) – Acts as Tyne’s enforcer, ensuring that opposition is kept in check.
- Tyne Timber & Trade Merchant Network – Ensures the interests of Verbobonc’s wealthy merchants are protected.
- The Gnarley Rangers & Druids – Sees them as troublemakers and often orders crackdowns on their activities.
- Mounted Borderers – Though he respects them, he considers them an inconvenient outside authority.
- Elves of the Gnarley Forest – Views them with outright suspicion, blaming them for interfering in business matters.
- Merchants & Caravans – Collects “taxes” and protection fees, occasionally extorting travelers.
“Half the town works for Tyne, the other half pays him to stay in business.
Merchants & Caravans
Taxes, Protection Fees & Extortion in Twilight Falls
Twilight Falls, as a border trade town on the Forest Road, sits at a strategic point between Verbobonc, Dyvers, and the Wild Coast. Under Bailiff Roldo Madleth’s watch, the law exists as a tool of profit, benefiting Mayor Robleth Tyne and the merchant interests that support him. Taxes, tolls, and “protection fees” are commonplace, with a mixture of legitimate levies and outright extortion imposed upon traders and travelers.
Conflicts & Power Struggles
- Resentment After His Defeat – Norga Half-Orc publicly humiliated him in combat, making him more aggressive toward half-orcs and strong warriors.
- Growing Resistance from Locals – The people of Twilight Falls fear Roldo but do not respect him, and whispers of rebellion circulate.
- Undermined by Corruption – His greed and abuses of power are causing friction even within his own ranks.
- Future Assassination Target? – With increasing enemies, it is only a matter of time before someone makes a move against him.
“Protection isn't free, traveler. Pay up, or we’ll see how well you do without it.”
Adventure Hooks
- A Corrupt Lawman’s End? – Roldo’s growing enemies seek someone brave enough to remove him—are the adventurers willing?
- A Forced Alliance – Roldo needs outside muscle to deal with rising bandit activity and elven interference.
- Justice or Vengeance? – Someone Roldo imprisoned pleads for the party’s help, but is it for justice or revenge?
- The Bailiff’s Secret Weakness – Roldo fears something deeply, and those who uncover it could turn him against his masters.
“You can bring your case before the Bailiff… or you can save yourself the trouble and bribe him now.”
Conclusion
The Bailiff’s Hall is the beating heart of law in Twilight Falls, but justice is far from blind under Roldo Madleth’s rule. With growing opposition, hidden plots, and unchecked corruption, the fate of the Bailiff—and his grip on the village—rests in the hands of those willing to challenge or serve him.


“The elves complain about our taxes, the druids mutter curses—but neither of them dares set foot in here.”
Bailiff Roldo Madleth
- Race & Heritage: Human, Oeridian descent.
- Age: Mid-40s.
- Build: Broad-shouldered, thick-necked, and heavyset, with the brutish strength of a man accustomed to using force.
- Hair & Eyes: Close-cropped brown hair, dark eyes that narrow in suspicion.
- Attire: Wears a worn leather jerkin, a steel badge of office, and carries a heavy wooden club at his hip.
Personality & Traits
- Authoritative Bully – Enforces order with threats and violence, particularly against those who cannot fight back.
- Loyal to the Powerful – Pledges allegiance to Robleth Tyne and Dantilus Trimber’s merchant faction.
- Coward at Heart – Fears those stronger than himself, especially after his humiliating loss to Norga Half-Orc.
- Bribes & Corruption – Will overlook crimes for the right price, making him feared but not respected.

Roldo Madleth’s Deputies
(CR 2 each, Medium humanoid (human), Lawful Evil)
Deputy Brann Murdock – The Enforcer
A burly, heavyset brute with a thick neck and a permanent scowl. Brann enjoys intimidating villagers and breaking up fights—usually by starting them. He relies on brute strength and his reputation as Madleth’s muscle.
Deputy Duncan Arlow – The Marksman
A wiry, sharp-eyed guard with an easy stance and a bow always at the ready. Duncan prefers to avoid direct fights, instead handling ranged support from rooftops or alley corners.
Deputy Garret Vann – The Schemer
A slick, smooth-talking officer with a well-tailored tunic and a knowing smirk. Garret is the one who “handles” bribes and back-alley dealings, making sure the right people stay in power—and the wrong ones disappear.
Standard Merchant Taxes & Levies (Legitimate Fees)
These taxes follow a loose approximation of Verbobonc’s economic policies, though with a heavier hand in enforcement:
- Gate Tax: 3-5 sp per wagon or 2 sp per pack animal entering the village.
- Market Stall Tax: 1-3 gp per week, depending on location and goods sold.
- Import Duties: 5-10% of high-value goods (lumber, metals, textiles).
- Toll on Forest Goods: Any pelts, herbs, or lumber harvested in the Gnarley owes a 10% tax to Tyne’s officials.
- Caravan Licenses: 5-25 gp per month for regular traders, ensuring they are “registered.”
Protection Fees & Corrupt Practices (Illegal or Arbitrary Fees)
Roldo’s guards take advantage of the fact that Twilight Falls is isolated, meaning there’s no immediate oversight from Verbobonc’s council or judiciary. Fees vary, often enforced based on the wealth of the traveler:
- “Security Fees” – Caravans are forced to pay 10-50 gp to ensure the “safety” of their goods from mysterious bandit attacks (some of which are secretly arranged by corrupt guards).
- “Forest Road Tax” – A 1-2 gp per head tax for using the road past Twilight Falls, a fee that does not actually exist in Verbobonc’s official records.
- “Druid Compliance Fee” – A false environmental tax collected to appease the druids—who have never sanctioned such a tax.
- “Unlicensed Goods” – If a merchant fails to pay a bribe, Roldo’s men will confiscate part of their stock for “smuggling violations.”
- “Fines for Disturbance” – If a merchant complains too loudly or refuses to pay, they might be fined 1-5 gp or even spend a night in a cell.
Adventurer-Specific Extortion & Fees
Adventurers are seen as high-value targets for extortion, as they often carry large amounts of coin and valuable loot.
- “Arms Tax” – 1 gp per visible weapon, enforced at random.
- “Spellcaster License” – A 10 gp fine for ‘unauthorized magic use’ within the village, even though no such law exists.
- “Monster Slayer’s Bounty” – Adventurers claiming to have killed a dangerous beast might be forced to pay a ‘processing fee’ before being paid a bounty.
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