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Lost City of Barakus: Campaign Discussion and Advice
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<blockquote data-quote="Neil the Knight" data-source="post: 7077130" data-attributes="member: 6801269"><p>For the next section we go to the dark allies and gutters of the city to highlight a few of the organized criminal factions of the campaign.</p><p></p><p>We begin with the Greentree Bandits. This group of out casts actually live out side the walls of the city in the Penprie Forest. Fernando Quinchino has hired the bandit group using his father's real name, Angelo Kilkar, as an alias. He has instructed the bandits to harass all non Quinchino caravans traveling along the traders road. The Greentree are a good low level side adventure for the party to find their feet and begin to gain some notoriety with a few key factions such as the City Gaurd and the Gaspars. </p><p></p><p>The parties bump in with the bandits will occure during the first session as the second set piece encounter I have planned. The Greentree will set up a phoney road block to "tax" caravans traveling along Fools Pass. This is really just a ploy to stake caravans to figure out what they are carrying and to gauge their strength. The bandits will set up a road block just after fools pass crosses the smaller tributary of the Oldrock River and is coming out of the Dusk Moon hills. After the ordeal with the Kobolds, and possibly any other random encounters the caravan may face, the merchant the party is traveling with Exclaims "Finally! Civilization" as a banner of two gold keys crossed, hoisted above the road block, comes into view. </p><p></p><p>There will be five Bandits disguised as Endhome City Gaurd, Garland and three other bandits dressed as foot soldiers, and Fell Tarmick dressed as a sargent. Fell will do all the talking, asking what the caravan is transporting and who their contact in Endhome is. He will request that the caravan pay a tariff of 1gp per cart or 3sp per beast of burden. (Which is the regular tax rate when entering Endhome). Fell will be very polite, even cracking jokes here and there to lighten the mood. If asked what they are doing out so far Fell will answer that they have had reports of a well organized and well armed group of Bandits targeting caravans in the area and they have been dispatched to ensure the road is safe. The merchant will be easily dooped and willing to pay. If the party step in and stop him, Fell will be a little persistent but simply explain if they do not pay here they will need to pay at the gates and let the caravan on their way. Fell will avoid confrontation at all cost at this point but if fighting does break out the Greentree try to flee into the woods as quickly as possible. There are two bandits not disguised and hidden in the bushes who will cover the rest of the their retreat with ranged attacks.</p><p></p><p>There are two ways for the party to avoid being ambushed. First if the party are able to convince Fell that they would be a tough mark. Possibly regaling how they fended off the Kobold raid or by brandishing their arms and armour. Alternativly if the party decide to disguise them selves as simple merchants or some such then The Greentree are bound to jump them. The second way to avoid being ambushed or even shaken down for phony tariffs is by telling Fell that their contact in Endhome are the Quinchino. I have no idea why this would occure because the party should not even know about the various factions yet but JUST incase they were being curious and asked the merchant all about the various families in Endhome and then happen to guess and bluff their way through the road block, they would get away scott free.</p><p></p><p>Any how little ways down the road, as the party rounds a bend, the woods begin to form a dense thicket and press close to the trail. A steep embankment flanks the road on either side. This is the scene of the ambush. I'll use the Road to Phandalin map from Lost Mines of Phandelver. <a href="https://s-media-cache-ak0.pinimg.com/originals/a0/b5/ff/a0b5fffef34d3719c28ba5f1f159528f.jpg" target="_blank">https://s-media-cache-ak0.pinimg.com/originals/a0/b5/ff/a0b5fffef34d3719c28ba5f1f159528f.jpg</a> . Hidden in the bushes will be Fell (bandit captain MM), Garland (Thug MM), and five bandits. The ambush will start with everyone firing their bows from cover. </p><p>If they manage to drop a couple party members a few bandits may move into melee but for the most part they are content to keep their distance. If the party begin to put up a tough fight and bandits begin to drop, Fell will sound the retreat and they will disappear into the forest.</p><p></p><p>If the party give chase the merchant will remind them that his delivery is time sensitive and that they may return later. When the party do return as part of the Greentree Bandit side quest I plan to run the encampment battle as written in the book. Minus any bandits that the party has fallen to this point at the camp will be Fell Tarmick, Garland Franks, Grump Berger (berserker MM) and ten Bandits.</p><p></p><p>If the party defeat the the bandits and return the stolen goods from the camp to various merchants around the city it will give them an introduction with some important factions, especially the Gaspar and Calaidra as well as kudos with the City Guard.</p><p></p><p></p><p>Greentree Bandits</p><p>Source: LCoB</p><p></p><p></p><p>Game Purpose: Antagonist faction (Enemy)</p><p></p><p></p><p>Faction Type: Criminal Guild</p><p></p><p></p><p>Goal: To make money raiding non Quinchino caravans.</p><p></p><p></p><p>Background:</p><p>Fell Tarmick, a particularly cleaver and resourceful bandit, was kicked out of the city after a brush with the city guard for mugging and robbery. He gathered a group of no-gooders around him and quickly organized the rabble into an ugly band of highway robbers. They set up camp in the Penprie Forest and have begun raiding caravans traveling along the roads.</p><p></p><p>They have kept their camp camp purposely sparse and simple, making it easier to move. It's little more than some lean-tos, and two small tents, one for Fell, and one for his two second-in-command, Grump Berger and Garland Franks. The camp moves every few weeks or so, but always stays within the Penprie Forest not far from either the Trader's way or Fools Pass. That way, the bandits can strike out at the caravans and quickly returned to their camp with their ill-gotten booty. The frequent relocation has thus far kept the bandits camp from being discovered.</p><p></p><p>After a successful raid of a Quinchino caravan the group was approached by a man who took the name of a famous bandit of the region, Angelo Killar, with a proposition. They were to continue raiding caravans along the road exept for those belonging to the Quinchino's. In exchange the man would sell their stolen goods for them at the Black Mark, the highly secretive black market of Endhome.</p><p></p><p>The arrangement had benefited the Greentree greatly. In the last 6 months ago the group has robbed 12 different merchant trains heading in or out of Endhome. Fell has convinced his men that they are now famous highway robbers (a bit of an exaggeration but it keeps moral high), and as such they should expect reprisals eventually from the locals. To this end Fell has instructed Grump, a former dwarven soldier to train the men to be battle ready at a moment's notice.</p><p></p><p></p><p>Members:</p><p>Fell Tarmick, bandit leader.</p><p>After many years of working hard and getting no where at the docks, Fell was fed up with seeing the rich and noble benifit from his hard work. He decided to turn to mugging and robbery, targeting the wealthiest of Endhome. He and his accomplices were caught and narrowly escaped having their hands amputated, but Fell managed to use his charms to convince the judge to exile them instead. Fell has used his wits, charisma and resoursefulness to put himself in charge of the Greentree bandits, who now harass caravans coming and going from the city. </p><p></p><p>On the serface Fell is quite an agreeable fellow. He smiles frequently and always has a jest ready. His sarcasm and quick wit impress all who meet him. Beneith this likable exterior, however, lurks an utter ruthlessness that has surprised many of his oponants over the years.</p><p></p><p>Blond haired and blue eyed, now in his mid thirties, Fell considers some of the finer things in life to be good drink, easy women and a hot bath. To this end at least once a month he risks being caught to deliver his ill gotten booty to a Quinchino contact in the city who sells it at the Black Mark for him. Though he makes his home in the forest, Fell considers personal hygiene important. Every time he is in the city blowing off some steam, he makes sure to indulge in a hot bath and s good shave. Even Wile at camp he baths once a week in a creek or river and maintains a clean shaven face.</p><p></p><p>Garland Franks</p><p>Garland met Fell wile working at the docks. They hit it off and have watched each other's backs since. Not being as smart as Fell, Garland is essentially along for the ride and is just happy that since he met Fell his lot in life has improved dramatically.</p><p></p><p>Grump Berger</p><p>Fell and Garland met Grump when they went looking for a little more muscle after they had a close call with some nobles body guards. Grump is a dwarf of few words but when the fighting begins he lets his battle axe do all the talking. As a former soldier he is a good tactician and has greatly helped in the sucsess of the gang so far.</p><p></p><p></p><p>Face: Fell</p><p></p><p></p><p>Relationships:</p><p>Friendly with Quinchino but look out for their needs first and formost.</p><p></p><p>City Guard will apprehend on sight.</p><p></p><p></p><p>Quest Notes:</p><p>After Garland and Grump shake down the party for a few coins caravan is ambushed further down the road.</p><p></p><p>Party find a letter in the Greentree bandit hideout initialed A.K. (Angelo Kilkar). It was written by Fernando using his father's real name as an alias. If confronted about it Fernando denies it all. Letter reads. Dear Fell, your last shipment yielded 350gp at the Black Mark. Will expect another shipment next month. A.K. (Greentree Bandits)</p></blockquote><p></p>
[QUOTE="Neil the Knight, post: 7077130, member: 6801269"] For the next section we go to the dark allies and gutters of the city to highlight a few of the organized criminal factions of the campaign. We begin with the Greentree Bandits. This group of out casts actually live out side the walls of the city in the Penprie Forest. Fernando Quinchino has hired the bandit group using his father's real name, Angelo Kilkar, as an alias. He has instructed the bandits to harass all non Quinchino caravans traveling along the traders road. The Greentree are a good low level side adventure for the party to find their feet and begin to gain some notoriety with a few key factions such as the City Gaurd and the Gaspars. The parties bump in with the bandits will occure during the first session as the second set piece encounter I have planned. The Greentree will set up a phoney road block to "tax" caravans traveling along Fools Pass. This is really just a ploy to stake caravans to figure out what they are carrying and to gauge their strength. The bandits will set up a road block just after fools pass crosses the smaller tributary of the Oldrock River and is coming out of the Dusk Moon hills. After the ordeal with the Kobolds, and possibly any other random encounters the caravan may face, the merchant the party is traveling with Exclaims "Finally! Civilization" as a banner of two gold keys crossed, hoisted above the road block, comes into view. There will be five Bandits disguised as Endhome City Gaurd, Garland and three other bandits dressed as foot soldiers, and Fell Tarmick dressed as a sargent. Fell will do all the talking, asking what the caravan is transporting and who their contact in Endhome is. He will request that the caravan pay a tariff of 1gp per cart or 3sp per beast of burden. (Which is the regular tax rate when entering Endhome). Fell will be very polite, even cracking jokes here and there to lighten the mood. If asked what they are doing out so far Fell will answer that they have had reports of a well organized and well armed group of Bandits targeting caravans in the area and they have been dispatched to ensure the road is safe. The merchant will be easily dooped and willing to pay. If the party step in and stop him, Fell will be a little persistent but simply explain if they do not pay here they will need to pay at the gates and let the caravan on their way. Fell will avoid confrontation at all cost at this point but if fighting does break out the Greentree try to flee into the woods as quickly as possible. There are two bandits not disguised and hidden in the bushes who will cover the rest of the their retreat with ranged attacks. There are two ways for the party to avoid being ambushed. First if the party are able to convince Fell that they would be a tough mark. Possibly regaling how they fended off the Kobold raid or by brandishing their arms and armour. Alternativly if the party decide to disguise them selves as simple merchants or some such then The Greentree are bound to jump them. The second way to avoid being ambushed or even shaken down for phony tariffs is by telling Fell that their contact in Endhome are the Quinchino. I have no idea why this would occure because the party should not even know about the various factions yet but JUST incase they were being curious and asked the merchant all about the various families in Endhome and then happen to guess and bluff their way through the road block, they would get away scott free. Any how little ways down the road, as the party rounds a bend, the woods begin to form a dense thicket and press close to the trail. A steep embankment flanks the road on either side. This is the scene of the ambush. I'll use the Road to Phandalin map from Lost Mines of Phandelver. [url]https://s-media-cache-ak0.pinimg.com/originals/a0/b5/ff/a0b5fffef34d3719c28ba5f1f159528f.jpg[/url] . Hidden in the bushes will be Fell (bandit captain MM), Garland (Thug MM), and five bandits. The ambush will start with everyone firing their bows from cover. If they manage to drop a couple party members a few bandits may move into melee but for the most part they are content to keep their distance. If the party begin to put up a tough fight and bandits begin to drop, Fell will sound the retreat and they will disappear into the forest. If the party give chase the merchant will remind them that his delivery is time sensitive and that they may return later. When the party do return as part of the Greentree Bandit side quest I plan to run the encampment battle as written in the book. Minus any bandits that the party has fallen to this point at the camp will be Fell Tarmick, Garland Franks, Grump Berger (berserker MM) and ten Bandits. If the party defeat the the bandits and return the stolen goods from the camp to various merchants around the city it will give them an introduction with some important factions, especially the Gaspar and Calaidra as well as kudos with the City Guard. Greentree Bandits Source: LCoB Game Purpose: Antagonist faction (Enemy) Faction Type: Criminal Guild Goal: To make money raiding non Quinchino caravans. Background: Fell Tarmick, a particularly cleaver and resourceful bandit, was kicked out of the city after a brush with the city guard for mugging and robbery. He gathered a group of no-gooders around him and quickly organized the rabble into an ugly band of highway robbers. They set up camp in the Penprie Forest and have begun raiding caravans traveling along the roads. They have kept their camp camp purposely sparse and simple, making it easier to move. It's little more than some lean-tos, and two small tents, one for Fell, and one for his two second-in-command, Grump Berger and Garland Franks. The camp moves every few weeks or so, but always stays within the Penprie Forest not far from either the Trader's way or Fools Pass. That way, the bandits can strike out at the caravans and quickly returned to their camp with their ill-gotten booty. The frequent relocation has thus far kept the bandits camp from being discovered. After a successful raid of a Quinchino caravan the group was approached by a man who took the name of a famous bandit of the region, Angelo Killar, with a proposition. They were to continue raiding caravans along the road exept for those belonging to the Quinchino's. In exchange the man would sell their stolen goods for them at the Black Mark, the highly secretive black market of Endhome. The arrangement had benefited the Greentree greatly. In the last 6 months ago the group has robbed 12 different merchant trains heading in or out of Endhome. Fell has convinced his men that they are now famous highway robbers (a bit of an exaggeration but it keeps moral high), and as such they should expect reprisals eventually from the locals. To this end Fell has instructed Grump, a former dwarven soldier to train the men to be battle ready at a moment's notice. Members: Fell Tarmick, bandit leader. After many years of working hard and getting no where at the docks, Fell was fed up with seeing the rich and noble benifit from his hard work. He decided to turn to mugging and robbery, targeting the wealthiest of Endhome. He and his accomplices were caught and narrowly escaped having their hands amputated, but Fell managed to use his charms to convince the judge to exile them instead. Fell has used his wits, charisma and resoursefulness to put himself in charge of the Greentree bandits, who now harass caravans coming and going from the city. On the serface Fell is quite an agreeable fellow. He smiles frequently and always has a jest ready. His sarcasm and quick wit impress all who meet him. Beneith this likable exterior, however, lurks an utter ruthlessness that has surprised many of his oponants over the years. Blond haired and blue eyed, now in his mid thirties, Fell considers some of the finer things in life to be good drink, easy women and a hot bath. To this end at least once a month he risks being caught to deliver his ill gotten booty to a Quinchino contact in the city who sells it at the Black Mark for him. Though he makes his home in the forest, Fell considers personal hygiene important. Every time he is in the city blowing off some steam, he makes sure to indulge in a hot bath and s good shave. Even Wile at camp he baths once a week in a creek or river and maintains a clean shaven face. Garland Franks Garland met Fell wile working at the docks. They hit it off and have watched each other's backs since. Not being as smart as Fell, Garland is essentially along for the ride and is just happy that since he met Fell his lot in life has improved dramatically. Grump Berger Fell and Garland met Grump when they went looking for a little more muscle after they had a close call with some nobles body guards. Grump is a dwarf of few words but when the fighting begins he lets his battle axe do all the talking. As a former soldier he is a good tactician and has greatly helped in the sucsess of the gang so far. Face: Fell Relationships: Friendly with Quinchino but look out for their needs first and formost. City Guard will apprehend on sight. Quest Notes: After Garland and Grump shake down the party for a few coins caravan is ambushed further down the road. Party find a letter in the Greentree bandit hideout initialed A.K. (Angelo Kilkar). It was written by Fernando using his father's real name as an alias. If confronted about it Fernando denies it all. Letter reads. Dear Fell, your last shipment yielded 350gp at the Black Mark. Will expect another shipment next month. A.K. (Greentree Bandits) [/QUOTE]
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