A cutscene, a cutscene, a battle, less than a day's journey to the bandits, and then a "dialogue":
Bandit
You have encountered the leader of a bandit gang... because bandits can attack you at any moment.
Who placed these garrisons on the roads?
As it turns out... they were placed on the orders of Sir Laslo, the castle's commander.
I would like to hear the latest news... what has been happening lately.
A lot has happened... the ominous smell of campfires (the first part resembles a bandit's monologue)
However, the bandit advised... to find out much more.
Secondly, the gang leader is apparently very tired, and has just eaten well, so he is only capable of politely and freely answering the stupid questions of a random stranger. In reality, at best, Hafad wouldn't even have time to open his mouth before he would be running away, naked, beaten, and in tears, tightly clutching Dominic's head in his hands.
Thirdly, the bandit's speech could be distinguished by some kind of defect: stuttering, lisping, etc. If the NPC is an aristocrat, then narcissism, arrogance, and disdain + an accent. Examples can be found online.
Fourthly, there is another answer option for the player:
I will impale your head on a stake! (Attack)
Fifthly, all of this, as I think, should have been asked by Hafad to the bandit: Dominic, what the hell is going on here?! Immediately, after the scripted battle, in the third cutscene, and he should explain everything + a side quest.
I hope that if you use this mechanic in the upcoming campaign, you will be more original and sophisticated.