UslaCairne is a harsh realm the outer ring provides little permanence as the black sands of the core grind away at it. Food, supplies, and wealth are difficult to sustain over extended years. There are many a group throughout the ring that will take advantage of anyone they find that can feed a hungry stomach or empty pocket. Brigands, Bandits, Mosstroopers, whatever the term used, are a group that specializes in robbery of travelers and other mercenary work. Its the intersection of banditry and the realm itself that makes these groups so very dangerous.
Legends of bandits operating in the Black Forrest describe men part human and plant passing in and out of the shadows of the trees like ghosts. The Sorgash mountains hides bandits cling to the very rock dropping down on travelers only the spring away with their prizes back into the cliffs. Bandits crews traveling in the black sands raid adventuring parties with the speed and intensity of the furnace hot wind that blasts the ruins bare. Dark powers often seek out the desperate, creating alliances that will benefit both in the short or long term. The Brigands that hunt the swamp lands near the village of Felldom on the eastern turn of the outer ring have worked for a certain coven of witches for more than a century or more. a few grandchildren of the original crew now exhibit extraordinary abilities and some unsettling mutations.
Bandits function as a group with respect to statistics. Assume the Captain, or any Special individuals are separate creatures
Armor 5(14)
HD 1d8+2 per bandit. Roll 2d6 for small bandit group 3d8 for large.
Int 10
Move 12(30) or 15(40) in specialized terrain
ToHit 19-1 per bandit (+1 per bandit) roll once and apply to every opponent
Atx d6+1 per total HD of bandits
Bandit groups
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