FREQUENCY: Common
FREQUENCY: Common ([Dungeon Level I])
FREQUENCY:
Common ([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized
Forest], [Cold Civilized Swamp], [Cold Civilized Plains], [Cold Civilized
Desert]) <X>
FREQUENCY:
Uncommon ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness
Forest], [Cold Wilderness Plains], [Cold Wilderness Desert]) <X>
FREQUENCY:
Rare ([Cold Wilderness Swamp]) <X>
FREQUENCY: Common ([Temperate
Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized
Forest], [Temperate Civilized Swamp], [Temperate Civilized Plains], [Temperate
Civilized Desert])
FREQUENCY: Uncommon ([Temperate
Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness
Forest], [Temperate Wilderness Plains], [Temperate Wilderness Desert])
FREQUENCY: Rare ([Temperate
Wilderness Swamp])
FREQUENCY:
Common ([Tropical Civilized Hills], [Tropical Civilized Forest], [Tropical
Civilized Swamp], [Tropical Civilized Plains], [Tropical Civilized Desert]
<1>)
FREQUENCY:
Very rare ([Tropical Civilized Mountains])
FREQUENCY:
Common ([Tropical Wilderness Forest])
FREQUENCY:
Uncommon ([Tropical Wilderness Mountains], [Tropical Wilderness Hills],
[Tropical Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY:
Rare ([Tropical Wilderness Swamp])
NO. APPEARING: 20-200 (52,
90,
199,
123)
ARMOR CLASS: See below
MOVE: See below
HIT DICE: 1-6 HP
% IN LAIR: 20% (20 Bandits:
wilderness(any),
TPL48:8th,
REF3.72)
TREASURE TYPE: Individuals
[M], [A] in lair
NO. OF ATTACKS: 1 <2 with
short bow> ~ {0 = natural 20 | 1 = 20 | 2 = 19 | 3 = 18 | 4 = 17 | 5 =
16 | 6 = 15 | 7 = 14 | 8 = 13 | 9 = 12 | 10 = 11}
DAMAGE/AttACK: By weapon
SPECIAL ATTACKS: Leader types
SPECIAL DEFENSES: Standard
INTELLIGENCE: Mean: average
to very
ALIGNMENT: Neutral (Brigands
= Chaotic evil) <>
SIZE: M
PSIONIC ABILITY: Leader
types
Attack/Defense
Modes: Leader types
LEVEL/X.P. VALUE: I | 5 +
1 (7 + 1 if armed with missile weapon)
Bandits roam every clime from temperate to subtropical. <revise, or edit the MM2 info>
They travel in groups, generally
led by high level fighters,
magic-users
and clerics.
Those encountered in dungeons
will be far fewer in number and often cooperating with thieves.
For
every 20 bandits encountered there will be an additional Swordsman (F3),
<>
for every 30 there will be
an additional Hero (F4),
for every 40 there will be
an additional Swashbuckler (F5),
and for every 50 there will
be an additional Myrmidon (F6).
Bandits will always be led
by a Superhero (F8) or Lord (F9
or F10), <>
with 6 guards of the 2nd
level fighting ability and a lieutenant of 7th level. <6 Warriors>
These 8 bandits are also
in +addition+ to the # indicated by the dice.
To determine the level of
the bandit leader use the following guide:
if under
100 bandits are encountered the leader will be 8th level,
if 100
to 150 the leader will be 9th level,
and if
150 or more the leader will be 10th level.
For every 50 bandits there
is a 25% chance that there will be a M-U
of 7th
(Enchanter),
8th
(Witch),
9th
(Sorcerer), or
10th
(Necromancer) level (roll a 4-sided die for level if one is with the group)
in addition,
i.e. if there are 200 bandits
there will always be a
M-U.
For every 50 bandits there
is a 15% chance that there will be a cleric of 5th (Perfect)
or 6th (Canon) level, <>
with an assistant of 3rd
(Priest) or 4th level (Curate)
(dice only for the former) in addition. <>
Bandit lairs will be informal
camps
80% of the time,
but 10% will be cave
complexes with a secret entrance,
and 10% will be regular castles
with 1-4 light catapults for defense.
Bandits will have from 2-20
important prisoners in their lair, as well as 5-30 camp followers/slaves.
<important prisoners could
be interpreted as named NPCs in the FR or DL or GH>
<camp followers might
mean prostitutes of some sort>
The mounting, armor, and arms
of a force of bandits are:
d10 | Weapon/Armor | d% |
1 | medium horse, chainmail & shield, sword | 10% |
2 | light horse, leather armor & shield, spear | 10% |
3 | light horse, leather armor, light crossbow | 10% |
4-7 | leather armor & shield, sword | 40% |
8 | leather armor, pole arm | 10% |
9 | leather armor, light crossbow | 10% |
0 | leather armor, short bow | 10% |
shield = large shield, medium
shield, small shield, small
wooden shield
<BD4
notes that bandits do not use large shields>
<65% of swords are longswords,
20% (66-85) are broadswords,
5% (86-90) are falchion swords,
5% (91-95) are short (small) swords, 4% (96-99) are bastard
swords,
and 1% (00) are two-handed swords,
unless the description of a specific item indicates otherwise. - UA.89,
% numbers added>
<BD4 notes no weapons over 5' in length>
Terrain
will vary the percentage of mounted bandits.
In hilly
and
mountainous terrain no more than
10% of the total would be horsed,
while in open country 90%
of the force would be horsed.
They have normal
chances for having psionically endowed leader-types with a party.
RG:
Bandits are explained in the MONSTER MANUAL.
Leaders will always be accompanied
by their bodyguards.
The number of horses entry
includes those being ridden and spare mounts for the band.
All bandits whill have type
M
treasure.
Magic items are indicated
by capital letters.
The unit types for bandits are:
Unit #1
-- medium horse, chain
mail, shield, & sword
Unit #2
-- light horse, leathers, shield,
& spear
Unit #3
-- light horse, leathers, & light
crossbow
Unit #4
-- leathers, shield, & sword
Unit #5
-- leathers & pole arm
Unit #6
-- leathers & light crossbow
Unit #7
-- leathers and short bow
Total Size: 199
Leaders:
1 Lord
(F10), SH, S, OW, P
1 F7,
S, P
6 Veterans
(F1s) (bodyguards)
Additional High Level Fighters:
5 F3
5 Heroes
(F4s)
4 Swashbucklers
(F5s)
3 Myrmidons
(F6s)
Bandits:
Unit #1
-- 17
Unit #2
-- 17
Unit #3
-- 17
Unit #4
-- 72
Unit #5
-- 17
Unit #6
-- 17
Unit #7
-- 17
# of Horses: 97
Total Size: 52
Leaders:
1 Superhero
(F8), SH, A
1 Champion
(F7), A, SH, P
6 Warriors
(F2) (bodyguards)
Additional High Level Fighters:
2 Swordsmen
(F3)
1 Hero
(F4), OW, P
1 Swashbuckler
(F5), SH
Bandits:
Unit #2
-- 10
Unit #4
-- 30
# of Horses: 40
Total Size: 90
Leaders:
1 Superhero
(F8), P
1 Champion
(F7), A, S, OW
6 Warriors
(F2s) (bodyguards)
Additional High Level Fighters:
4 Swordsmen
(F3s)
3 Heroes
(F4s)
2 Swashbuckler
(F5)
1 Myrmidon
(F6), A, SH
Bandits:
Unit #1
-- 10
Unit #3
-- 10
Unit #4
-- 30
Unit #5
-- 10
Unit #7
-- 10
Additional Adventurer Characters:
1 C5,
SC
1 C4,
SH, M
# of Horses: 50
Total SIze: 123
Leaders:
1 Lord
(F9), S, R, M
1 Champion
(F7), S
6 Warriors
(F2s) (bodyguards)
Additional High Level Fighters:
5 Swordsmen
(F3s), R
2 Heroes
(F4s), S, SH
3 Swashbucklers
(F5s), S, P, A
2 Myrmidons
(F6s), S, S, M
Bandits:
Unit #1
-- 10
Unit #2
-- 15
Unit #3
-- 20
Unit #4
-- 20
Unit #5
-- 15
Unit #6
-- 10
Unit #7
-- 10
Additional Adventure Characters:
1 C6,
W, P
1 MU7,
W, R, M
# of Horses: 80
<note: these are the DL3
stats for bandits -
AC 8, M 12", HD 1 to 4, D
1-6, AL NE>
<Half-orc
bandits (2): AC 4 (chain & shield),
<medium shield,
buckler>
MV 9", Level 0, hp 8, 6, #AT 1, THACO 20,
D 1-8
(longsword),
SA 1 spear each (D 1-6, ranges 1"/2"/3");
<2 spears>
XP 22, 20: T1-4, area
244>
<1: note: it might be OK to use the 'BOOT HILL' font for the main page for Trop Civ Des in the WSG>
% IN LAIR: 20% (130 Brigands: village/mountains, TPL36:6th, REF3.12) <Brigand Lair #1, Brigand Lair #2>
Brigands are CE
bandits.
They conform to the characteristics
of bandits in general.
-
The brigands will have a
cave complex lair 20% of the time
and a castle 30% of the time.
They will have only 1-10
important prisoners, but there will be 20-50 camp followers / slaves.
They have high morale in
combat, so they get a + 1 on reaction morale dice. <guess: translate
a 2d6 range to %. approximately +10% (9.09%) to morale>
<original, Brigands: REF3.12>