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Attack the Bandits

πŸ“ Western Foothills β€” Bandit Encampment

GM Instructions:
Set the scene as chaos erupts. The bandit camp is a rough sprawl of canvas tents and makeshift barricades lit by firepits. Bandits scramble for weapons as the leader barks orders. Describe torchlight flickering off jagged rocks, shadows twisting, and the faint pulse of violet light glowing beneath the ground, unnoticed at first.


Combat Notes:

  • Bandit Leader (slightly tougher than the rest, armed with a jagged longsword, scarred face, commanding voice).

  • 6–8 Bandits (use mob tactics: flank, grapple, or distract while the leader tries to land heavy blows).

  • Optional Environmental Hazards: rolling boulders, a burning tent, or unstable footing on gravel slopes.


Outcomes (GM Choice / Player Actions):

  1. PCs Win Decisively (XP 450)

    • The bandit leader falls, and his pouch contains 5 shards of obsidian-crusted violet crystal and a crude map marked with red-inked sigils.

    • A half-collapsed tunnel under the camp begins glowing faintly with violet fire, hinting at the fissure.

  2. Pyrrhic Victory (XP 475)

    • PCs win but take heavy damage or lose resources.

    • Reinforcements scatter, but one bandit flees to warn the cloaked patrons, accelerating faction interest in the party.

  3. Bandit Ambush (XP 460) (If PCs make a tactical error / low rolls)

    • A hidden archer squad flanks them, forcing PCs to improvise cover.

    • They still win, but the leader escapes, becoming a recurring enemy who now hates them personally.

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