Bandit Hunt GM Notes

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Searching

Enemies: Bandit numbers one greater than player count.

Searching through the woodlands

  • Hunters, Rogues, and Martial Artists hit traps on 1-2, Sorcerers and Clerics on 1-6, and all others on 1-4.
  • Lasso traps will bind the player's ankles Medium. They are stunned for the first round of action by falling out of the trees, ankles still bound Medium. Bandits will attack, normal initiative.
  • After making trap rolls, if no traps were hit, the players roll. If anyone passes 15+, they find a bandit group, and battle begins. All players get a +4 to their initiative for the fight. If not, a new set of trap rolls is made, and the requirement to find a group is reduced by two. And so on until a fight begins.

Looking for trouble

  • Players join a trade group and wait to be ambushed. The players are on alert, but the bandits have been doing this for a while.
  • Bandits will attack the caravan from hiding spots. Each Players must roll 10+ or be stunned for the first round. Critical failures will make attacks against that player auto-hit for the first turn.
  • Initiative is rolled after that first ambush round.
  • The trade group runs off after the first attack, and will not interfere in combat.

Tracking

Enemies: Bandit Leader and Bandits one less than party number. Second bandit leader replaces one of the bandits if 4 players.

  • After each battle, roll a 12+ to move onto the next phase. If you roll less, you must track another bandit camp, and next roll requires 4 less to succeed.
  • You select attacking during the day or the night, and that choice stands for all of the encounters.

Attacking during the Day

  • Attacking the camps during the day means you'll be spotted by the lookout and the bandits will be out there to fight you with little surprise.
  • Normal rules for battle.

Attacking at Night

  • You can sneak by the lookout to attack the camp at night. There are no traps this close to the camp, thankfully, but you might get spotted. One player rolls for the party.
  • Mind users or Clerics: +2. Warriors, Berserkers, or Gunslingers: +1. All others: +0
  • Add the total party penalty to 8 for the difficulty of the sneaky approach.
  • Rogues or Hunters make the difficulty 8, regardless of party size.
  • Successful sneak grants you a surprise round of free attacks on the enemy.
  • If you are spotted, the Bandits go to ambush you instead! Each party member must roll 15+, or be stunned for the first round of combat.

Duel

Enemies: Bandit Chieftain, Two Bandit Leaders, One Bandit for each player over two.

  • Trap rolls are made. If a player rolls 1-4, he gets too close to a Bandit Leader, who will try to lasso or gag them. Normal hit roll made. If a player is already lassoed on arms and legs, they may be hogtied instead.