Sounds good, I'll work on the defenses and tweak based on your suggestions. I tried to keep the damage a bit lower then suggested, as I'm actually designing these guys for a specific set of encounters.
It'll be my first shot at DMing(and my intro to see if I can do it/like it) and for the adventure to work thematically, it requires the encounters to be done without an extended rest. I was also going off suggestions I found that 4-5 Encounters is reasonable without an extended rest. My attempt to "force" this without actually forcing it, was by keeping the damage down a bit and hopefully encouraging them to just push through that way.
I was going to post that up as a whole for critique once I typed it up and refined it, but I'll toss up the rough version now. I've left out everything but the bare bones for the encounters.
My set up at the moment:
Encounter 1(Ambushed)
2 x Archers
2 x Spearsmen
2 x Clubmen(Reskinned as Sworsdmen)
1 x Thief
This encounter is not meant to run all the way, as it involves the bandits ambushing a merchant train, holding the PCs off until the thief can pick a lock in one wagon and then escape with a statue. So the bandits will only force the fight if the PCs do, otherwise they pick the lock and run away. They will also retreat immediately once the thief has the statue.
Encounter 2(Chase/Tracking)
Skill Challenge(Either chasing the retreating bandits or tracking them, based on the PCs actions)
Encounter 3(Hideout Entrance, Outside)
Fight with the survivors of Encounter 1(If less then 4, add two archer bandits)
Encounter 4(Hideout Entrance, Inside)
2 x Clubmen
1 x Archer
1 x Guard Dog pack leader
6 x Guard Dog Minions
Encounter 5(Hideout Barracks)
3 x Clubmen
2 x Clubmen(skinned as sworsmen)
Encounter 6(Hideout Greathall)
Agari
2 x Clubmen
1 x Thief
4 x Guard dog minion
2 x Archers
It'll be my first shot at DMing(and my intro to see if I can do it/like it) and for the adventure to work thematically, it requires the encounters to be done without an extended rest. I was also going off suggestions I found that 4-5 Encounters is reasonable without an extended rest. My attempt to "force" this without actually forcing it, was by keeping the damage down a bit and hopefully encouraging them to just push through that way.
I was going to post that up as a whole for critique once I typed it up and refined it, but I'll toss up the rough version now. I've left out everything but the bare bones for the encounters.
My set up at the moment:
Encounter 1(Ambushed)
2 x Archers
2 x Spearsmen
2 x Clubmen(Reskinned as Sworsdmen)
1 x Thief
This encounter is not meant to run all the way, as it involves the bandits ambushing a merchant train, holding the PCs off until the thief can pick a lock in one wagon and then escape with a statue. So the bandits will only force the fight if the PCs do, otherwise they pick the lock and run away. They will also retreat immediately once the thief has the statue.
Encounter 2(Chase/Tracking)
Skill Challenge(Either chasing the retreating bandits or tracking them, based on the PCs actions)
Encounter 3(Hideout Entrance, Outside)
Fight with the survivors of Encounter 1(If less then 4, add two archer bandits)
Encounter 4(Hideout Entrance, Inside)
2 x Clubmen
1 x Archer
1 x Guard Dog pack leader
6 x Guard Dog Minions
Encounter 5(Hideout Barracks)
3 x Clubmen
2 x Clubmen(skinned as sworsmen)
Encounter 6(Hideout Greathall)
Agari
2 x Clubmen
1 x Thief
4 x Guard dog minion
2 x Archers