Right now, the players in my group are about 1 mile outside the hilltop fortress of a bandit king (or, a guy who fancies himself a bandit king). The game is D&D and it's 4E. The party is 6 PCs, plus one allied cleric and five allied level 7 soldiers. (The allied soldiers are currently in a different location)
Level? The soldiers are 7th and later down you say the bandit's shaman can use rituals of up to 15th/16th level. That's a big spread.
Anyhow the whole point, as you know, to a hilltop fort is defensibility and visibility.
The fort is pretty well defended and there are 75-80 men under the Bandit King's ("BK") command. The non-minions in the bunch are mostly either Human Outlaws or Human Dire Beast Hunters, led by several elites (an assassin/lurker, a skirmisher and a soldier). There is also a trained owlbear and two controller types, as well as several Ravenous Attack Dogs. I picked the Dire Beast Hunters, as I imagined them using the net attack to capture slaves for trading.
That's a lot of men! Any nearby forces the Bandit King needs to worry about sacking his fort if he sends out half his men?
They managed to keep the first ambush hidden from the fort's view, but it will be more difficult going forward.
Why? What's changed?
(a) You saw your supply wagon being ambushed a mile outside the fort? Do you ride out with 25% of your men, 50%, all of them? (The fort also abuts a large lake, so they can get fish from the lake for food. That is currently not an issue.) My thought was 25% of their number leave the fort, and keep a few men a safe distance behind to immediately report back. 75% stay in the fort in case it's a trick.
I see my supply wagon attacked by a dozen trained warriors with magic? I could send 2 or 3 dozen. I know my fastest horsemen could mobilize and gallop out there in about 10 minutes, but do I have 24 to 36 horses? I rage a bit an am on the verge of ridin out myself when I realize there's a reason they're attacking within sight of my fort: they want to show me I'm not boss! The bastards!
I send my #2 with a handful of archers on horseback to intercept in a straight line - their job is to annoy the PCs with long-range fire and lure them toward one of my traps until... I send my #3 with two dozen men in a circuitous route so they can't be seen by the PCs to approach from their flank. I give both #2 and #3 strict orders to withdraw (and prepare to be berated) if the PCs prove overwhelming.
(b) If the PCs keep the second ambush hidden, how soon do you send out men looking for what happened to the wagons? The players have already found out they sent out four wagons a week at different times and to different locations and round trip is usually 6-8 days each. If you suspect foul play, do you ride out in force?
I'm with [MENTION=6683506]Niccodaemus[/MENTION] - I style myself a king so it's time to put the smack down on my rebellious subjects.
I also need to find out who this group of PCs are, whether they're rival bandits poaching on my lands (in which an accord may be possible if they agree to pay me a hefty tax on their stealings), mercenaries hired by one of the rich townsfolk (in which case there's some threatening that needs to be done), or self-right do-gooders (which will be hard for the bandit King to swallow).
Remember, I may be a Bandit KING now but I started off as just a bandit, so there's no way I'm letting these upstarts beat me at my own game. Some nasty tricks I might employ...
A counter-ambush: load a wagon full of poison gas and flammables and have it pass thru a great ambush spot. Have a small team of crack archers follow on a rise above - they fire flaming arrows at the wagon when the PCs get close.
Innocents imperiled: Take hostages on the next wagon and threaten to kill them when PCs attack. Or better yet bind the hostages, ride by a river/lake, and toss hostages in - let the "heroes" decide which is more important. Or even better yet, abduct/hire on orphan boys to act as "caravan guards" (that should give the PCs pause!).
Decoys: Send wagons out along with 2 decoys, and vary up which one heads directly for the hilltop fort and which ones take circuitous routes. He might even send a decoy "Bandit King" on one of these wagons to see what the PCs intentions are toward him.
Traps: I may eschew traps in favor of force now, but by all that's evil, I know about traps. Maybe it's time to set some. A particularly vindictive Bandit King may smear a wagon with sovereign glue and have its wagoneer charge toward a ravine (the wagoneer may be a dupe, have a universal solvent, or be willing to die for the bandit king). PC jumps on the wagon: "Haha, give us your gold!" Wagoneer sneers and drives horses at a mad gallop toward the ravine. PC realizes they're stuck to the wagon. "Nuts."
(c) In a straight up fight, the PCs are over-matched vs all the bandits, even if you add in their allied cleric and five allied soldiers, so are looking to get them into "bite sized" groups.
The Bandit King should realize that right off the bat. After all be used to use guerilla tactics in his rise to power. His best bet is to play into that - give the PCs targets too perfect to pass up and then ambush/trap.
(d) If the players wait too long, the BK will unite his forces with a local band of orcs, and then be able to grow their power even further.
It would add to the tension if the players know about this potential union in the works.
Any other ideas, or anything I'm missing?
The BBC aired a version of Robin Hood in 2006 that has lots of ideas for this type of adventure.