Bandits in a Kingmaker Campaign


Kingmaker


Morning Folks!

So, for starters:
I don't play the Kingmaker AP, but I use the Kingmaker rules for my players. They got the task to pacify Vaasa (Forgotten Realms) and are really high-level (due to Expedition to the Demonweb Pits).

My problem is not with certain high-level-encounters (they are enough of them, really), but withl low-level enemies. I defined a few places in Vaasa where the bandit activity is really high, mostly with a few camps and the like. It would be silly to bump the bandits to 12th level or higher just to challenge the players. I hoped for them to train their first army (ok, militia) and use them to flush out the bandits and capture them.
My problem: They want do destroy the bandit camps for themselves. And they can do that, between an wizard, an oracle, a paladin (with cleric cohort) and a cavalier, all Level 16 (or 15 with the cavalier), I would have to put dragons on the battlefield.
My thoughts at the moment: Let them burn the camp, but enough of the bandits flee in different directions so they will escape. The other bandits in the area will scatter, so it will be very hard to find them with just 5 guys.
Another idea: There are a few high-level baddies out in the wild which could use this situation as a distraction or something like that.

What would you do? Is there something even nicer I could do to them?


I dig the idea of having a few baddies in the area manipulating the bandits to otherwise occupy the heroes while the baddies orchestrate their master plan. Maybe the bandits are just the distraction their evil arch nemesis realizes would occupy the heroes? Perhaps the PCs, in dealing with the bandits are able to discover a trail of clues leading them to the baddies?

Maybe the bandits are the surface arem of a bunch of Drow hell bent on exacting revenge from the Demonweb Pits Debacle?

Alternately, what if they aren't just bandits, but in fact some sort of new mind flayer sub-type -- a mind flayer wearing a bandit skin? Might give the players a rather nasty challenge.

Maybe the Bandits are actually storm giants cursed with a reduce person effect bringing them down to normal person size? You said this was forgotten realms, maybe Elminster is up to his usual shenannigans?

Anyway you cut it, the possibilities here are prety limitless :)


At this level, the bandits as written are never going to be a threat in a straight-up combat with the PCs. Guerrilla tactics will work for a bit, IF they can manage to slip away from the party after making their initial attacks, but chances are your cavalier will be able to spot them and chase them down, and the wizard will be able to scry-and-fry on them if they get away. At best, they're going to be annoyances and maybe use up some of the party's resources between major encounters.

Since you don't want to level them up, you're going to need to give them some solid backup if you don't want to take Jabber's suggestion of "make them something more than bandits". I'm going to assume that his suggestions come out in the end to basically equivalent to "level up the badguys" and thus not repeat the ideas.

Since you said high-level encounters aren't an issue, I won't bother telling you where to find appropriate challenges. But unless you get the party stuck in a "Tucker's Kobolds" situation where the bandits are really, really prepared for them (which hey, if you can pull it off, more power to you!) there's just about zilch they can do to keep the party from steamrolling over them unless you level them up. The gap is just too big.


Not for my players!:

@Jabberwonky
Drow will fit right in and they can get a clue about their potential enemy much later... Because Bregan D'Aerthe controls the dracolich in Vaasa. *evil laughter*

My plan so far will involve a scattering of the bandits. If they are succesful, the other bandits in the area will leave their camps and make it harder to find them. As soon as the players leave, they will attack as an army, burn the bridge in the last hex and then disband again. If they are not succesful, the sudden disappearance of a bandit camp will lead to a mass exodus of bandits and so the way will be clear for the swamp trolls to conquer this hex. If one predator goes away, another will come looking.
At the same time, a emerging leader from the north will send a called wendigo to assess the homebase of the players and potentially convert a council member (coincidentally freeing a play for the new cavalier character) to a wendigo.
And the characters will find clues in the camp about a potential influence of drows. Maybe a piwafwi on the leader and a mysterious letter.

Thank you, both of you! You inspired what I wrote here.
And I will certainly write down what happened afterwards...


Spoiler:
Everything's better with Wendigos. >=)


Spoiler:
So, they got the bandits, with a little "persuasion" (killing the leader in one hit combined with a big Intimidate) they got them to follow them and will try to resocialize them...

They got a hint about a mercenary drow group from Menzoberranzan with a bald leader. The drow want to support bandit activity, so their pet dragons can expand their rule in Vaasa.

Two bandits fled and a bandit army will descend upon their border hex and burn it to the ground...

The called wendigo tried to convert a few of their council members. They caught it very fast and cured them of the wendigo psychosis. They laid an ambush for him, when he tried to convert one NPC, so he fled and took another NPC with him. She could also be freed and the wendigo vanished. As of now, they have no clue about the whereabouts of the wendigo.

In all that, the first NPC was led off by the lurking vampire master in their city to be transformed to a sleeper agent.

I would say: 2:2 for the Baddies.

Oh, how I wait for the day when they put all the pieces together. Explanations for soooo many things!


Jeremias: can't resist the temptation, so I hereby give you:

The Link To True Vaasa - The City In The Frozen North Also Known As Finland


@hargoyle
I know about it... When I searched for nice pictures for my players, I took a few pics of the countryside around the real Vaasa because it fits sooo good to the faerunian Vaasa.


Jeremias wrote:

@hargoyle

I know about it... When I searched for nice pictures for my players, I took a few pics of the countryside around the real Vaasa because it fits sooo good to the faerunian Vaasa.

..really? Well, Vaasa is pretty up north in Faerun also so guess that makes sense.

As a sidenote: I've taken a few pictures of them old castles whilst visiting Ireland because they fit like a glove into any fantasy rpg setting. Never thought of photographing my actual surroundings. Mind you, I'm not from Vaasa per se, but your comment proves the old fact that one can become quite blind to ones surroundings..


And on the real topic: I side with Orthos on guerilla tactics. Using them to harass the players settlements could work - although the level gap is quite big.

What are the bandits motives? Money? Independence? Something else? Be that whatever, I suggest you look into some real world guerilla tactics. If the bandits know their surroundins, are from the region etc, they can put up a nasty fight. Like vietnamese vs. american troops in the Vietnam war. This can turn up especially nasty if the bandits are really fighting for some sort of freedom and not just swag.

If you want to make it really real world like, I suggest the old "hidden pit filled with excrement coated spikes" -trap. Imagine your paladin falling into that. Nasty, but not necessarly very fantasy-gamey.


I'd just go with letting your players waste the camps. At level 16 you're in Wuxia/superhero territory, so indulge. Spells that leave scores of blackened corpses, etc.


Or bump the "bandit camp" to Pitax level...

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