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Earth Temple Raider Camp

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

STR
11 0
DEX
12 +1
CON
12 +1
INT
10 0
WIS
10 0
CHA
10 0

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

STR
15 +2
DEX
16 +3
CON
14 +2
INT
14 +2
WIS
11 0
CHA
14 +2

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.

Type
Military base / complex


Cover image: by 3orcs

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