Friday, 22 August 2025

d12 Bandit Encounter Set Ups





































Everyone gets bandits.
Here are some variant bandit tactics.

Bandits who capture the party may need morale rolls to resist the temptation to torment prisoners or go further than permitted by the boss.

I've done a few bandit posts before.
https://elfmaidsandoctopi.blogspot.com/2018/03/d100-bandits.html

CE Bandits might just kill and will kidnap victims for torture or worse because they are too psychotic to have real jobs. Mostly, the ability to be cruel motivates their crime
LE Bandits are more transactional and want money like a toll; they might kidnap hostages for cash,
 or sell them into slavery
CG Bandits have a cause and avoid murder; they justify their actions against an unjust state
L Bandits are unlikely they get jobs collecting taxes or become militia. In some cases, they might be anti-chaos vigilantes, justifying some criminal fundraising or in a mob
N Bandits are local and dont bother locals, they are in it mostly for money, dont mind killing unwanted outsiders
NG Bandits might be folk heroes who keep evil bandits away and prey on the wicked
E Bandits are selfish and cruel and mistreat prisoners or sell them for slaves or to cults or cannibals or even monsters. If you convince them you are worth a ransom, they might spare you. Mostly, they kill witnesses not worth selling
G Bandits who are good make terrible bandits and are not great at being a credible threat. If surrounded by evil or indifferent neutrals, they might become bandits vs evil people to raise funds for the poor and stop evil tyranny and petty, mean deeds. Magic or traps are good options to minimise harm. They might team up with neutrals who do the killing

d12 Basic Tactic
1-6 Stand and deliver - announce who they are and make demands
7-8 Volley of missiles, then make demands
9-10 Rely on missile fire and skirmish tactics, avoid hand-to-hand, spread out
11-12 Charge from ambush while at least half fire missiles, will join melee when no east shots

d12 Basic Demands
1-4 Demand toll of cash or goods, if you cooperate, it will go easy
5-8 Demand cargo and goods, not personal effects, if you cooperate
9-10 Demand that weapons and arms be surrendered first
11-12 Demand surrender everything and prepare to be made captives

d12 Gang Prosperity
7+ might have some mounts, poorer gangs eat them 
1 Starving and desperate, brave but distracted by food, looks terrible and not healing
2 Hungry and desperate for a score, impatient and reckless, eating grass and bark
3 Miserable in poor health, clothes and armour worn, missing teeth, skinny
4 Lice ridden and scabby, fleabitten and itchy, might throw off stealth activities
5 Drug-addled on cheap, use nasty herbal concoctions and poison mushrooms, drugs modern addicts avoid
6 Crazed, possibly by drugs, disease, hunger or cannibalism. Look extra wild, hairy, brutal and blood lusting. Leaders, or possibly all, are berserkers. Might be barbarians or wild folk
7 Deserters in worn uniforms, desperate professional killers led by veterans, low on supplies 
8 Successful bandits led by failed murder hobo adventurers, brutally effective with new recruits up front 
9 Rebels often with a leader who is a disenfranchised noble seeking justice. Will have the support of commoners and will right some injustices. Prefer heists to be murder free 
10 Outcast religious zealots live as bandits, but also are part of a cult demanding cruelty and murder. Leaders will have spells and morale is high no matter how badly off they live
11 Well off bandits well supplied in arms and armour with military veterans, sponsored by rival nobles to the local area or a foreign power to make trouble. May flee across the border to safety on the master's lands, property or a hideout
12 Prosperous with some in superior arms & armour, the leader may be an outcast noble or have pretensions of aristocracy. Possibly referred to as a robber knight 

d12 Other Gang Interests
1 Drugs or booze
2 Gambling or games
3 Sexually frustrated creeps
4 Political or alignment debates 
5 Saucy prints and pamphlets
6 Fancy gaudy clothes
7 Craves power over the area, will ask for bribes or help 
8 Want fame and reputation, so people surrender and expect a high bounty price on name
9 Bored and want entertainment - prisoners can put on a show
10 Supported by a faction they are allied with (most likely political)
11 Cult infected groups in secret or in the open, once taken over
12 Serve some occult evil force, but might not know it

d12 Gang tactics
1 Barricade the road with at least a tree and use it as a fortified line. Some will demand tribute, while others come from behind
2 Obstacles on the road, like a branch, need to be moved, and while travellers stop to move it, the gang springs an ambush from hidden positions
3 Gang hang around openly around the road, possibly drinking and looking unsavoury. Hill size up party and possibly provoke travellers with vague threats, slurs and sleazy comments while blocking the road. They might retreat from a display of strength or spell
4 Pretend to be in need of help to lure travellers to a hold-up with hidden bandits. They over-rely on this one tactic and avoid risk
5 Friendly hanging by the road or camp and invite travellers to join them. Food and drink is poisoned or drugged. Will spring a hold up when guests are unprepared or weak
6 Pretend to be travellers like merchants and be friendly. May even fight other bandits with the party. Will betray travellers and may work with other bandits or use drugs or poison in betrayal. A bard would help them be more effective
7 Have an ambush position with height advantage. May make a threat with a few near the road or may just use missile fire to kill targets. Might avoid melee and flee 
8 Rely on a set concealed trap to initiate a demand or attack d6 1=Pit 2=Deadfall of rubble blocks road 3=Swinging deadfall log 4=Net 5=Snare 6=Concealed spikes (like caltrops). More likely to attack than make deal
9 Chokepoint setup for ambush or to make demands, usually a natural path with limited escape routes and a sheltered position for missiles. Rolling rocks and logs d6 1=water crossing 2=bridge 3=ravine with narrow or flimsy crossing 4=steep hills or cliffs 5=rubble mounds 6=natural arch of vegetation or rock or manmade arch or gate or tunnel through a hill
10 Beast or monster used by bandits to attack or distract, may have a cage or pit they can open with a line or trained or might just open a corral and drive out herd beasts to trample travellers. They might use any scheme with beasts or have a druid with them, or even throw wasp nests or bee hives. Some monsters panic if released and now hate humans
11 Leave the scene of a damaged wagon, dead bodies, and possibly wounded and merchant goods as if bandits attacked. Actually, it's the bait for an ambush and they may well shoot them.
12 A spell caster initiates a flashy attack or flash display of power with bandits offering demands from hiding. Might even make demands using a spell rather than being invisible, depending on the type of caster

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