3.5 Loyalist |
Random Robbers Table
Adventurers often attract unwanted attention. Being adorned with magic items, gleaming armour and weapons, jewellery and purses over-flowing with coin does not lessen the attention they receive. Below is a table, to represent the range of characters that are likely to be attracted by small groups of wealthy passers-by. They will approach the party, either clandestinely or openly. Wealth is their first interest, but murder can most certainly be on the cards. They are considered to be unfriendly, and close to hostile. Rolling high can make the encounter very dangerous indeed—worse for the accumulator of wealth, the majority below are desperate and not especially wealthy or rewarding to kill.
D100 Numbers Description
1-20 2d6 Footpads: these are rogues with light weapons; they are a few levels below the party, and quite poor.
2-40 2d8 Bandits: ranger/rogues with favoured enemy corresponding to the party type. They use ranged weapons for the most part; are below the level of the party and have some wealth in weaponry.
40-60 2d8 Hard men: fighters, thugs and barbarians. They have the skills to take what they want by force. Closer to the party in level.
60-80 2d4 Accomplished Murderers: rogue/fighters and rogue/assassins. They kill for money, through poison applied to blades and bolts—they will surely kill passer-bys for loot.
80-90 1-3 or 2d10 Greedy Squires or a Cruel Lord and his Men: when nobles encounter or hear of wealthy adventurers they do not always give them missions and payment. These knights, or a minor lord and his men are challenges that can swiftly overwhelm.
90-95 The party Druman Treasure Hunters: a team of highly skilled men of diverse talent, but all skilled in the re-acquisition of wealth. They are slightly above the party’s level.
96-99 100+ An Instantly Rebellious Village: the outlanders passing by with their great fortunes and greedy eyes, sets the poor folk of the nearest settlement to instant rebellion and frenzied attack with any available implement.
100 ? A powerful foe this way comes. High level paladins, wizards, a dragon or a figure of great power.
By Trevor Wilson
Utgardloki |
1 person marked this as a favorite. |
I think this is a great idea. One caveat:
In another thread, I was arguing that anybody in a D&D/Pathfinder world who wanted to be a bandit would have to be either stupid or suicidal. But then, after watching a western, I realized that D&D/Pathfinder bandits would be more like the train robbers in the wild west.
Bandits would want to very carefully plan their attacks. They wouldn't jump out of the trees to rob random passers by, but would seek intelligence to find out what was being carried, and how well it was guarded. They'd probably ambush caravans carrying valuable cargo (but not too valuable -- ingots of platinum are probably too heavy guarded to make a successful robbery likely). A small party would probably be allowed to pass because the odds of jumping a pair of teenth-level monks would be too great.
Robbers will probably only attack parties if they think they can win.
3.5 Loyalist |
Thanks Utgardloki.
Parties can indeed be pretty hardy, but if they are hauling a lot, are noticeably injured from their exploits, and the table rolls are high or with a high number of robbers, well I don't think the thieves would back down.
"There be a toll for passing along these roads, siiir."
The 16 hard men grin.
3.5 Loyalist |
I think this is a great idea. One caveat:
In another thread, I was arguing that anybody in a D&D/Pathfinder world who wanted to be a bandit would have to be either stupid or suicidal. But then, after watching a western, I realized that D&D/Pathfinder bandits would be more like the train robbers in the wild west.
Bandits would want to very carefully plan their attacks. They wouldn't jump out of the trees to rob random passers by, but would seek intelligence to find out what was being carried, and how well it was guarded. They'd probably ambush caravans carrying valuable cargo (but not too valuable -- ingots of platinum are probably too heavy guarded to make a successful robbery likely). A small party would probably be allowed to pass because the odds of jumping a pair of teenth-level monks would be too great.
Robbers will probably only attack parties if they think they can win.
I had an idea for a robin hood game based just on the planning and the robbing. Skirmish, wagon robbery, horse thievery, killing guards and sheriffs.