Newly recruited as a member of the Cult of the Elder Elemental God by
Romag of the Earth Cult, he works with
Lakash Quallad . His mission is to sow dissension between the gnomes of the
Kron Hills and the
Viscounty of Verbobonc . The plan is to impersonate the gnomes and provoke a massacre, either of humans or gnomes, it didn’t matter which. He hired the half-orcs from
Nulb and humans from Verbobonc then trained them at a camp in a secluded valley between
Sacred Stone Monestery and
Feathergale Spire. Ideally located off the main merchant road from
Celene to the city of Verbobonc. Nestled in the Kron Hills they can conveniently stage raids all along the gnome
Greenway Valley and southern viscounty.
Caidax Nightshade another earth cultist
Maris trains and organizes raids at Romag's orders who is working with
Lakash Quallad in the city of Verbobonc. Romag uses the temples courier
Lucius Graeme to sent orders and results to and from Caidax and Maris.
The raiders impersonate the gnomes because of the Scroll of Veil, which, through illusion, made them appear to be a party of gnomes. Thier mission is to provoke a massacre, either of humans or gnomes, it didn’t matter which.
All recruits to be trained at blindfolded entering and leaving the valley so we wouldn’t be able to reveal its location.
mercenariesThe humans are from Verbobonc City. A man named "Lak" Lakash Quallad , in a bar called the
The Bronze Unicorn Inn(F3)
recruited them. Half-orcs are from Nulb . They were recruited in a tavern known as the
3. The Waterside Hostel .
SRD
Bandit
Medium humanoid (any race), any non-lawful
Armor Class 12 (leather armor)
Hit Points 11 2d8+2
Speed
30ft
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 1d8+1 piercing damage.
Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.
SRD
Bandit Captain
Medium humanoid (any race), any non-lawful
Armor Class 15 (studded leather)
Hit Points 65 10d8+20
Speed
30ft
Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages any two languages.
Challenge 2 (450 XP)
Actions
Multiattack. The captain makes three melee attacks; two with its scimitar and one with its dagger. OR the captain makes two ranged attacks with daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 1d4+3 piercing damage.
Reactions
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.
More than treasure, a bandit captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
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