Pages Brittle with Sun and Salt

Expanding a Bandit Lair 1

Part Two

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I rolled this up using ODD Referee Tools

Bandit Lair
    90 light foot (LNC Mv12 6AC 1HD 1d6)
    70 archers (LNC Mv12 7AC 1HD 1d6)
    50 light cavalry (LNC Mv24 6AC 1HD 1d6)
    20 medium cavalry (LNC Mv18 4AC 1HD 1d6)

Hero Taydeanza the Priest
F N F4 S:10 I:13 W:8 C:12 D:10 X:12 HP:11 AC:2 
Hawksæx, Neutral Sword +1
    Int: 11 Ego: 12, Speaks 1
    Read Magic
    Detect Sloping Passages
    Detect Magic
    See Invisible Objects
    Telekenesis

Hero Prew the Babe
M N F4 S:11 I:7 W:13 C:14 D:10 X:16 HP:15 AC:2

Hero Noetl the Peacemaker
F N F4 S:8 I:13 W:12 C:5 D:10 X:17 HP:8 AC:2

Hero Lomoge the Conqueror
F N F4 S:9 I:14 W:9 C:7 D:12 X:10 HP:15 AC:2

Hero Gwyllo the Stiff
F N F4 S:6 I:14 W:13 C:10 D:14 X:14 HP:12 AC:-2 
Shield +3
Bluehammer, Neutral Sword +1
    Int: 8 Ego: 4, Empathy
    Note Shifting Walls & Rooms
    Detect Evil and/or Gold

Hero Ricershualen the Protector
M N F4 S:10 I:13 W:9 C:13 D:8 X:12 HP:14 AC:2 
Armor +1

Hero Devis the Lion
M N F4 S:9 I:15 W:14 C:12 D:13 X:11 HP:17 AC:0 
Armor +1
Eaglesæx, Lawful Sword +1, +2 vs Lycanthropes
    Int: 8 Ego: 2, Empathy
    Detect Sloping Passages
    Detect Meal & What Kind

Myrmidon Rherlaudlevi the Farmer
M N F6 S:7 I:14 W:7 C:6 D:10 X:10 HP:21 AC:1 
Shield +1

Swashbuckler Miqueb the Victorious
M N F5 S:8 I:7 W:10 C:12 D:6 X:10 HP:12 AC:3

Swashbuckler Vaudo the Champion
M N F5 S:15 I:9 W:12 C:7 D:14 X:9 HP:16 AC:-1 
Armor +2

Swashbuckler Dawrev the Affable
F N F5 S:10 I:15 W:11 C:7 D:18 X:9 HP:20 AC:-1 
Armor +1

Lord Jaqua the Precious
F N F9 S:10 I:10 W:10 C:12 D:14 X:15 HP:32 AC:-1 
Shield +2
Ironmaker, Lawful Sword +1, +2 vs. Magic-Users and Enchanted Monsters
    Int: 11 Ego: 1, Speaks 1
    Read Magic
    Detect Meal & What Kind
    Detect Sloping Passages
    See Invisible Objects

Lord Oliee the Bold
F N F9 S:11 I:10 W:11 C:12 D:13 X:15 HP:37 AC:0 
Armor +1

Treasure Type A (Land)
    a piece of jewelry worth 600gp
    a piece of jewelry worth 700gp
    2 pieces of jewelry worth 800gp each
    a piece of jewelry worth 900gp
    3 pieces of jewelry worth 1000gp each
    2 pieces of jewelry worth 1100gp each
    a piece of jewelry worth 1200gp
    2 pieces of jewelry worth 1300gp each
    a piece of jewelry worth 1400gp
    2 pieces of jewelry worth 2000gp each
    3 pieces of jewelry worth 3000gp each
    a piece of jewelry worth 4000gp
    2 pieces of jewelry worth 5000gp each
    a piece of jewelry worth 6000gp
    a piece of jewelry worth 10000gp
    12 prisoners

Obviously I could run this as-is and just pants it, but I generally like things a little more developed before I bring them to the table.

I'll start from the bottom-up. Who are these prisoners? I'm going to assume that since we're looking at a fighting force of 243, that this number only represents hostages, and that the bandits also have common prisoners they keep to do menial labour. I'll do a table for what kind of people these hostages are:

1d6 Hostage Type
1-2 Aristocrat
3-4 Clergy
5 Noble
6 Nonhuman

Rolling twelve times we get:

6, 6, 3, 6, 6, 5, 1, 2, 1, 6, 6, 4

3 Aristocrats, 2 Clergy, 1 Noble and 6 Nonhumans. I'll roll 1d6 to see how many of the nonhumans were of a single type, and I'll roll the rest individually:

4

Okay, so I should determine where this lair is, and I'll roll appropriate nonhuman prisoners.

1d6 Terrain
2 Forest
3 River
4 Swamp
5 Mountains
6 Desert
5

So the lair is in the mountains. Going to roll mountain encounters until I get 3 nonhumans that would be good gets for bandits:

Weasels  
Gold Dragons  
Toads

I considered rolling a couple more times, but I kinda love the idea that the bandits caught a giant toad. The toad stays. Maybe she's a wizard's familiar? Maybe she's going to lay eggs and they have a contact who will buy them.

I think the gold dragon is in human form and doesn't want to break kayfabe for whatever reason. Maybe there's something in the rocks here that prevents shape shifting?

The weasels are definitely the group of 4, the bandits are trying to train them as war dogs. Maybe they're kits. Their mom is probably around somewhere, trying to bust them out.

On to the 6 Human Prisoners:

Hero Miao the Black
F C F4 S:9 I:4 W:11 C:8 D:13 X:14 HP:9 AC:1

Evil High Priest Vononwyln the Scourge
F C C10 S:9 I:10 W:11 C:13 D:8 X:5 HP:32 AC:1 
Shield +2
spellbook: Detect Magic, Inflict Light Wounds, Protection/Holy
Find Traps, Hold Person, Speak with Animals
Continual Darkness, Locate Object, Remove Curse
Inflict Serious Wounds, Protection/Holy, 10'r., Speak with plants
Create Food, Dispell Holy, Insect Plague

Evil Acolyte Inocoinkott the Crouchback
F C C1 S:15 I:4 W:10 C:13 D:14 X:15 HP:3 AC:1 
spellbook:

Warrior Valtruzy the Lamb
F L F2 S:11 I:7 W:12 C:9 D:7 X:10 HP:5 AC:2 
Armor +1

Myrmidon Lawn the All-fair
F L F6 S:7 I:10 W:16 C:6 D:10 X:13 HP:15 AC:2

Swordsman Rikakot the Oath-breaker
F L F3 S:11 I:16 W:15 C:6 D:7 X:15 HP:8 AC:3

I rolled these all as classed characters, but I'll probably ditch that for most of them, Call it a 2-in-6 chance of keeping their class:

5, 5, 6, 5, 4, 5

So they're all normal types. But we've got names, epithets, alignments and genders. I'll also keep note of high ability scores. I'll give each prisoner an age too, 2d20+10.

As far as common prisoners go, my rule of thumb is that a lawful fortress needs about one noncombattant for every soldier, plus one for every horse (Up to 4:1 if they don't have the support of local villages). If the bandits are 1:1, that gives us a capacity of 326. Now bandits may not be at full capacity; they may have more downtime and be more willing to do their own chores, or maybe they have lower standards, choosing to steal replacement horses and armour rather than maintaining the ones they have. Presumably they don't have people farming for them, so I'll say 1:1 is a maximum and make a D100 roll for what percentage of the fighting force is supported by noncombattant prisoners:

80

So about 195 common prisoners. I'll do a reaction roll to see, generally, how they feel about the bandits, I'll give it a -2:

9

A 7 reaction roll means they are ambivalent. Their lives must not be much worse under the bandits than before, and their capture must have been fairly bloodless. Probably these are folks from sparsely-populated herding villages. They resent being captured, but they're probably eating better. A good chunk of the fighting bandits are probably from the same villages.

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That's a lot for now. I like that I figured some things out about the bandits and their lair. I'll pick this up in another post, we'll do treasure next.

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Listening to: Skin Witch Original Soundtrack by Guild of Lore
Reading: Arm of the Sphynx by Josiah Bancroft
Watching: Babylon 5, Season 1

#legwork #od&d #wilderness