Fleeing bandits and the consequences thereof


Kingmaker


With the habit of fleeing that most of the bandits have as written, I guess I'm not the only one who had to confront that problem.

I had two bandits run off once Kressle was killed and with two PCs in the negatives, the others didn't bother to follow them.

I have a ranger in the group that is likely to try and track them once we start the second session.

So I'm wondering how I could use this situation..

Got some options :
- Run to the Stag Lord Fort(Likely as the Fort isn't too far)

- Run never to be seen again(Boring but partially eaten bandit bodies are fun to sprinkle in the wild)

- Run to the other bandits that were out of the camp(Likely as the bandits are out hunting/fishing in spots that are known to the other bandits I suppose)

So how would the Stag Lord react to the death of a few of his lieutenants? Send out a patrol led by Akiros or Dovan? Send out some scouts to see what happened?

As for the bandits out hunting, I'm guessing that most them were afraid of Kressle so I doubt they will charge back head-on to fight those who killed her and their companions.

So did any of you face the same situation?


Akiros or Dovan aren't the only lieutenants he has. There is also the no-name guy who got eaten by the spider. Presumably there are more elsewhere that he can send out. You can have a small group harrase the players at some point, with them having an interesting leader.


Between a range-specialist fighter wielding a composite longbow, a ranger wielding a composite longbow, and a druid animal companion that can outrun most of the bandits, none managed to get away in my game.


Right, I forgot about the spider guy. I guess everyone loves mini-bosses and I especially like designing them.. Might stat up a summoner with a hound dog encounter and some bandits perhaps. Got to try out those new classes!

Still, I don't think the Stag Lord would leave his fort but he should get pretty cautious if he lost about 12-20 men including some lieutenants...perhaps some negative modifier on the bluff checks once the PCs get to the Fort?

I got my share of archers in the group but I ruled that after 50ft or so in the woods cover pretty much takes over. Also the fighter archer with Happs' bow was brutally raped by Kressle and lied on the ground..Sadly, the token ranger is a halfling so he couldn't keep up :P Fatigued barbarian, halfling bard and the paladin couldn't either!

The half-orc sorcerer (Not chaotic neutral but Chaotic FIRE) with one hp left tried to run and cast a burning hands but alas nothing to stop the bandit.. so the building of a gallows was the next plan..The only bandit left being uncounscious from a failed acrobatic check while jumping half-way down from the watchtower.. should make for a nice wake-up call.

Such fail bandits.

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