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| gregm11-20-04, 06:26 PM | I want to have a group of bandits/thieves plague the city that my PC's are currently in. (They are all Lv2). Basically I want them to deal with bandits but come under attack from bugbears constantly on their journies outside the town. Eventually I want the remains of the bandits to join with the bugbears (that is if the PC's dont put 2 and 2 together and go an vanquish the bugbears). Now what I would like help with is a dungeon for lv2 PC's which is a bandits lair. Some questions: 1. What will it be set out like? 2. What sort of traps will there be? 3. How many traps? 4. What should the basic bog standard bandits be? 5. How many men should the PC's have to fight in the lair? 6. What things other than bandits + leader should the PC's have to fight And 7. What should the leader be (to provide a challenge) I'm planning on their being lots of treasure (they are bandits after all) DO you think I should put any magic items in? Or do you think that the party is too low in level to have any? I suppose a reasonable idea would be to give the boss some basic magic stuff they could take. Thanks in advance. |
| krichaiushii11-20-04, 07:25 PM | What else besides bandits and thier leader(s)? Guard/attack animals - dogs, most likely. Prisoners or shady diplomats trying to hire the bandits to attack certain places/beings. Camp followers who won't fight, but may prove morally challenging. Treasure? Any magic items should be one shots, and mostly used (time permitting) by the current owners - potions and scrolls. MAYBE the leader has a permanent weapon OR armor. He should have a map to the bugbears hole, and perhaps a treasure map, as well. Coinage will be mostly silver and copper and scattered among the bandits in their purses. Some bandits may have low-value gems or jewelery (no more than 25gp value each) squirreled away as well. MW weapons and armor, however, provide a useful, nonmagical bonus for the PCs. Alchemical items can also be useful. If you have a wizard, consider a looted spellbook containing some 1st - 2nd (or even 3rd) level spells Bandit makeup? Most should be warriors (level 1 and maybe 2) and experts (level 1 or 2). A few rogues (level 1) round things out. The leader may be a level 2-4 rogue or fighter - maybe even a bard or ranger for some magic use. Maybe there is a sorcerer (level 2) fighting alongside the bandits. The bandits are likely to be cowards and bullies at heart, so many may run if they think the battle is turning against them. Take that into consideration during the battle - especially if it turns out you overestimated what the PCs would do (or they have bad dice rolls). As for traps, consider that a few traps would be nothing but warnings - alarm spells (see the sorcerer above) or mechanical alarms. An alert gaurd with a horn or a gong works, too. A poison needle lock on the main treasure chest is cliche', but effective. Too many traps means that the bandits spend all their time circumventing them just to get around. A general layout will provide at least two ways into and out of each room/chamber/area. Not all of these entrances/egresses will be in plain sight - some may be concealed (behind a tapestry, perhaps) or be secret doors. Windows, ladders, stairs, and such round out the ways in that aren't doors. Visible doors may be locked or at least lockable. The reasoning behind so many entrances is for the bandits to not be trapped and killed/captured. They also allow for some tactical flanking on the part of the bandits. Lair areas include (but are not all encompassing): Leader's private chamber Another private chamber (sorcerer, perhaps) A shrine if the bandits are particularly religious A kennel for the dogs A stable for any horses/mules/ponies A kitchen A pantry A storage room or four A jail Barracks for the main group of bandits Mess hall with enough seating for all the bandits Guard posts - at least two or three A vault (or the main treasure could be hidden in the leader's chamber Living quarters for any camp followers Latrines Garbage dump/midden - perhaps with garbage monster (carrion crawler, otyugh, assorted slimes or fungi) When planning the lair, consider how the bandits will react if alarms start going off. How many rounds will it take for them to arm themselves and move to the bells? Will they come through one door, or spread out and try to come through multiple doors? Any special tactics (maybe tanglefoot bags thrown from a balcony, followed by attacks with ranged and reach weapons) like each pair of bandits working against one intruder in order to secure flanking bonuses and aid another (wonderful combat option, that). Will the leader and any spellcasters use magic items or cast spells? Which ones, when will they use them, and what are the likely targets for said spells? That should provide some ideas. Enjoy. |
| Vix Damnul v211-20-04, 09:24 PM | A good bandit hq should be fairly well concealed, within easy range of roads, waterways, and/or a sizeable town, and utterly unassuming from the outside. It sounds like you want an hq outside the town limits, maybe a day or two's worth of travel. If there's a nearby large forest, a poacher's camp can be a good idea, especially if it's built up around, say, a small network of caves in a rock outcrop in the dense heart of the woods. This way, PCs have to sneak through the main camp to reach the hq itself, and you have a decent dungeon locale, possibly suitable for later use by the pcs as a stronghold. Other good possible places for a bandit hq include an abandoned monastery or temple in the middle of nowhere, now generally assumed to be haunted (a bandit bard or sor/wiz with a few cantrips and illusions maintains this belief, as does keeping a secret and well concealed entrance some distance from the place), and old or secret mine in the hills or mountains nearby, one island of many in a nearby river, bay, or ocean, or even the classic thief or smuggler's den under the very streets of the city they prey on. If you're feeling particularly mischievous, the bandits could operate out of a nomadic camp, complete with numerous wagons, and move throughout an area over years, never staying too long in one area, who use the bugbears as hired muscle for particularly large or rough jobs, and general security. |
| gregm11-22-04, 10:11 AM | I was thinking of incorporating many different type of bandit in the dungeon. Sort of like the humans are numerous and have a secret weapon and want to ally with another set of bandits. (Kinda like on I-Spy, highest bidder, or in this case, best display of skill). That way there is a logical reason for increased raids on the town. I want this to be a lv2 PC (4-5 of them) dungeon. How hard should I make the encounters? And how many? Because I was thinking of candidates: Drow, Bugbears, Goblins, Half Orc thugs and Kobolds. How many of each should I have. And each group is likely to have a rogue/fighter leader. How is the best way to incorparate this guy into a combat? Make him hide and then suprise the PC's while the basic warriors are fighting them? Any other ideas? Also the powerful magic item thing is just something I came up with now for a reason as to why any of the groups would want to ally with the humans, as opposed to the humans begging for aid and then only choosing the best (i don't see why the other groups would accept that). If their is something better than a secret weapon (or some advice on what the weapon could be) then it would be appreciated. The plan is for the party to hunt down the bases of the rogue groups eliminating them. Then the humans re emerge with a new leader and take the city, with the party having to win it back (if they so choose). And besides traking down the more onscure groups (Bugbears, definitly drow), could easily lead to other links and crossed paths (like and elf/dwarf city wanting help against drow). |
| Vix Damnul v211-22-04, 12:23 PM | Bandits won't raid towns, they raid caravans and trade routes, as towns are usually too well defended and, more important, the reason trade routes and caravans are available to raid. Unless it's a very small town, usually without walls, but those are more likely to be sacked and burned, not a repeated target. A hostile nation or army would raid towns, specifically to disrupt trade and steal valuables, as would mercenary companies that serve no one. Without knowing the setting you use, it's hard to say what the demographics of a bandit group should be, other than the goblinoids usually won't be present unless it's in or very near an area overrun by them, drow are usually an underground menace, not common thugs, but half orcs are ok. Throwing all of them together at players lessens the menace of drow, and it raises the same question you've got, of why are they all working together? Still, the humans, half orcs, and goblins could work together, any drow should be more like unique individuals, not drow bandit groups. As to how many there should be, set appropriate numbers and levels for your pcs, the info on that is in the DMG. Adjust those numbers slightly if your pcs are good tacticians or seem able to handle tough challenges well, due to spell, feat, or ability use. If you want, having the bandits secretly backed by a rival nation could explain the rise in aggressiveness, numbers, and power, as well as a reason they'd actively take over a city or town, and give a good reason for certain higher level characters to make a showing, at least as bandit leaders. Leaders of particular groups should probably have fighter levels, while the normal run of bandits should use warrior npc class levels. |