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| #1ace_of_timeMay 15, 2009 22:41:15 | OK my wife and I are playing one of our Solo games and we decided to be bandits. Let me give you the set up and then what I would like to hear. Set-Up: We killed a small group at night near the Bandit kingdom we are using as a base town. We found a Bandit license on the dead bodies that was by the bandit Warlord but wasn't assigned to anybody. We took it back to the Guild house and was assigned a small free town near the bandit kings lands and that hasn't been paying for "protection". We were told that anything goes as long as it doesn't come back to him (the lord). So we found a small cave and almost got whipped by a dire wolf I found on line. My wife's plan is now to start attacking trade caravans that are leaving the town to the west. I have some other ideas but can't just tell her because I'm the DM. So I thought maybe some of you could post some ideas on here of things to do in this type of setting. I would like to do some info gathering first and she has already hinted at this being what was planned after we settle in for a while and get to know the town. We have decided to where black garb outfits during the bandit raids and getting some help from ether slaves or talking to the local orc tribe or Hireling from the Bandit Lords(will cost allot more). So just some ideas on bandit stuff. The town is small maybe 200-300 people and is just a stop over for furs and herbs before leaving for the 2 months it takes to get to the main city in the lands to the west. Also has a small harbor for river boats coming down stream. Thanks ahead of time. |
| #2yellowdingoMay 17, 2009 0:49:34 | The town is small maybe 200-300 people and is just a stop over for furs and herbs before leaving for the 2 months it takes to get to the main city in the lands to the west. Also has a small harbor for river boats coming down stream. Thanks ahead of time. Dear god its a Trade hub...short of the influx of bountyhunters and bandits who think you should be paying their boss a lot more, I suggest you pay attention to your geography. Depending on the resources available up river, your little town could become a major pointon the trade road. If there is timber up river (you can become a source of dyes, and Wagon Parts (wheels, ect.); charcoal can be used in smelters). Your town sounds small but it has potential - especially if it becomes a trade port for 'stolen goods'. SETTLEMENT DEVELOPMENT |
| #3ace_of_timeMay 17, 2009 1:33:40 | I think she intends to take it over at some point. It is on the edge of a temperate forest where they do allot of hunting, herbs drying, and logging in town and from some log camps up stream. Also there are trade ships from up river and the mountains to the south that act as a border for the orc lands and the Bandit kingdom. She will have to go slow other wise they will get help from the kingdoms of the trade caravans. She only knows where the town is located right now and that they trade in furs. |
| #4beholdergazeMay 17, 2009 6:30:05 | Realistically, if bandits were threatening merchants then sooner or later merchants would become more heavily guarded to protect their livelihood. Merchants are now charging more for their goods to offset the cost of guards, so the community on the receiving end may hire adventurers to root out the bandit threat or simply get the law involved with it. -Another idea could be that you are encroaching on other bandits' "territory" and they begin to threaten or attack you because you're taking their profits. They could even wait until you rob a merchant, then rob you so not only are you the culprit in the merchants eyes, you also have nothing to show for it. -The bandit lord could have a subordinate who causes trouble because somewhere down the line one of his bandit cohorts doesn't like new competition. -A powerful creature (dragon, giant, rakshasa, etc.) could have been on the receiving end of the goods you're plundering and send a slew of minions after you. I hope these help spark imagination ![]() |
| #5ace_of_timeMay 17, 2009 12:22:36 | I have already decided on some of these. I was asking for ideas for my player not me. I will take her ideas on what she want to do, job wise, and turn that into a story. So unless I was unclear I hope this will be more clear although I will take ideas on the DMing side. I need ideas for players to use being bandits? Thanks again. Also I plan to make some NPC goodies to come and try to strighten things out at about 5th-7th level. One of the dragon kingdoms comes at about 13th-15th. Note: If the party setup will help it is warforge/battlerager and Elf/ranger (great bow/doubleshot/two weapon fighter) |
| #6ace_of_timeMay 22, 2009 7:13:10 | Nobody has any ideas on things players can do as bandits? WOW?![]() |
| #7pluisjenMay 22, 2009 7:21:36 | We usually play the good guys, plus being a bandit is very much seeing opportunities as they arize and acting accordingly ;) You could do stuff like blackmail, raiding caravans, starting a guild with protection rackets, murder on demand, but it all mostly matters what they run into... and a bandit's life isn't really all that interesting, probably. It's just a lot of day-in-day-out extortion and trade cart raiding. |
| #8yellowdingoMay 22, 2009 9:50:37 | Nobody has any ideas on things players can do as bandits? WOW?
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| #9lotusblossomMay 22, 2009 10:34:53 | You have to have a license to be a bandit? |
| #10ace_of_timeMay 22, 2009 13:26:45 | You have to have a license to be a bandit? No not really. The bandit lord has "connections" with other kingdoms that let him smooth things over for a price if what you do comes backto bite you. Kind of like insurance and if things come missing he handle the bandits that the other kingdoms want dealt with for a price or can found stolen goods that they may want back. The license is to lets him know if what is going on needs dealt with ($$$) or dealt with ( ). |
| #11savevsstupidityMay 22, 2009 13:34:31 | Don't forget that much of a bandit's life is spent trying to evade capture. A town like the one you have described is very valuable to someone - it must be "owned" or protected by someone fairly powerful. Its either part of a kingdom or perhaps a "free town", but in that case the town itself must be fairly powerful in order to maintain its free status. Given how dangerous the average D&D world is, it is guaranteed that the town and the caravans aren't just sitting there unprotected. Once she attacks and/or captures one or two caravans, she should expect to be hunted down fairly aggressively. She should also start recruiting because obviously one character isn't going to be very successful at attacking caravans etc. |
| #12shzackMay 22, 2009 14:09:24 | Ace, I have ran/been in some bandit campaigns.....stop wasting your time with caravans....find a juicy bank to hit. ;) If your feeling really flamboyant...get a fast ship....find a crew...hit the seas with a plan to plunder. ![]() |
| #13ace_of_timeMay 22, 2009 20:00:19 | She hate sea anything so that one is out. She has said a number of times she will not do the sea thing. I could get her to do it but she would only be trying to please me and I don't want that. I also think she will be going stealth and kill method so mostly no one will know that we are the ones that are doing the bandit stuff, Depending on the rolls and luck of the dice. It will depend on what she decides to do. Still going to need more info on the town and more men. We need some small scams we can pull off and still stay under cover. As post during the jobs she has decide we will wear the all black outfits and covered faces and most likely night jobs since she doesn't need sleep. A night opening of the bank would give us a nice starting income but might raise eyes to early and we need a more steady source of income. maybe Black mail, toll road, or something like that. That way there is no killing and less eyes as we slow take control of town. I will have my wife look at the ideas and get back to you on what she says. |
| #14revan54115110May 22, 2009 20:07:26 | Well for instead of referring to it as bandits try viewing it as Raiders, and look at history for some of the better raiders of history and have them one week, go after a caravan, next try to rob a major store (ie Magic Item shop or raid a guild hall) and try to get out of town well trying to get out and pawn it off, as well as avoid bounty hunters and as well other raiders. |
| #15crossbladeMay 22, 2009 20:08:40 | STEAL A BABY! You can't get much more evil than stealing a baby! |
| #16ace_of_timeMay 22, 2009 20:19:18 | Sadily I think she went undecided. She said she was going to post on here some of the things she likes so hopeful you will be giving her some ideas more directily. (crosses fingers) |
| #17LeovenMay 23, 2009 2:44:27 | Hey there Ace, First time posting here, some time lurker. im Dutch and not very good at spelling so i'll appologise for my horrid mistakes in language. to formulate your question. Small start up activities for a bandit with the intention of taking over a village which has the potential of growing quite a bit. I believe the bandit should get more information. - what kind of laws are there - who enforces the law, is there any protection (protectors) - how far do these laws reach or the length the enforces will go to enforce them. - along with laws is the way the village is ruled / led etc. I think this is some basic information that should be obtained by the bandit so she/you can operate in the grey area's of the law (the low profile / none punisheble activities) Village for example if its a hunting, herbalistic, trade port and taking into account the village has about 250~ people living in it. You could have the village be ruled by a group (not even yet a council) of people whom the villagers values for there contribution to the village. Lets say one of the best hunters, a renown (village status) trader, a wise old man (relatively speaking) and someone that had the bright idea he or she is fit to lead this village into its upcoming new golden age (dm decided how succesfull or actually quallified he or she is for this purpose). These people would loosely decide on issues the village had, when they had them. (im thinking they try to convince eachother and the villagers that their option would be best) Laws the laws are just borrowed ideals from other kingdoms or lands, the unspoken rules. dont kill, steal etc. Enforcers Uhmm, 250~ villagers, some minor important people. I would say the merchants would have the best means of protecting themselfs and thus enforcing the rules / laws. Followed by the hunters for the simple fact they know how to handle a bow and treat lightly (sneak / ambush). Lets presume the village has 15 to 25 able (villagers with combat affinity) warriors. They would side whith the ''council member'' whomever convinced them most. Supposing the above this doesnt give them alot of resources to do much more then regulate the village i'd think. Bandit actions now for actions the bandit could take, thats the point we want to get to. - High influence Side with and influence one of the ''council members'', this could be done by blackmail, threatening etc. Would perhaps be abit far fetched for a starting bandit. - Disguise The bandit knows she/he is a bandit but the rest doesnt. abit of pretending to know or forsee something can be quite profitable. And ofcourse making sure it actually does happen. - Shaking people down The huners and traders would come to mind here. These two groups are outside of the village at some point. Make them sufficiently convinced (scared) of the fact accidents might happen in their line of work without the right preperation (paying you for example *cough* donating to the patron of the roads) - Gaining minor immumities Well if you are going to be a bandit, at least try to get a ''get out of jail'' ticket. Allso if you aim to take over the village, get the villagers (some at least) on your side. Give aid to some in need (publicly), rescue a hunter that left wounded after a hunting trip (or kill him and explain you found him dead but you slew the beast and stil get celebrated), etc. This will give you some breathing space for your banditry actions. - Murder I dont think this helps alot with the intention of taking over the village at some point seeing there are only 250 or so villagers. this'll have a huge impact socially, unless its done out of sight and mind (ofcourse without any possible connection to you). But still not to be presued that quickly seeing you might kill someone that could become valueble to you in the long run. - Corruption Hmmm.. this one will be a tough and fun one, not to mention the most profitable (points of view differ). Again you need to survey the village before you find likely targets for this. But when you get one or a few, blackmail, influence and all that comes right your way (in the ''good'' sense of things ofcourse). Example, lend some coin to a villager that wants to buy something (house,inventory, flock of animals, bow, pouches etc) and make a deal out of it. '' I;ll lend you X amount, however i'll be wanting X back'' further down the line you make it impossible for the poor villager to furfill his end of the deal and demand (insinuate) he could furfill the deal with a favor or somesuch. Making a stop here could go on but got another thing to work on, wonder if this helps you ace. but got myself fired up for continueing to build up one of my own project towns. hehe. Good luck with the bandit solo campain ;) |