Bandits' Abodes [The Vault #17]

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Whether a pirate ship,  Thieves' Forest, or hive of scum and villainy in a galaxy far, far away, the elements of subterfuge and lurking danger have been keys to adventure since time immemorial.   So far your Bandits have probably been fighting on your turf or the open road.  Let's take the standard highwaymen and let their trickery truly shine with 20 intriguing iterations that give them a little "home field advantage"... 

Alternatively (and as suggested in last week's Vault, "Tools of the Trade") a clever GM or author could allow some of these to be used by adventurers preparing to withstand a siege or defend a village. 

  1. _The Narrow Pass_ (#Narrow) It's like fitting a camel through the eye of a needle. > Only 1 adventurer with a :melee: ability can attack at a time. Of course, that also means only one non-Archer :bandit: can as well.

  2. _Trapdoor_ (#TrapD) Ackbar saw it coming... > A Notice :ranged: :roll: of 11 or above detects its presence. It either conceals a Tier II :loot: item or allows one enemy or obstacle to be circumvented.

  3. _Spiked Pit_ (#SPit) Finding one is often the beginning of a bad day. > An Athletics :melee: :roll: of 13 or above is necessary to leap over the pit. On a 12 or below suffer 4 hp of damage. On a 1 also lose the next action due to impalement.

  4. _"Guard" Shack_ (#GShack) Theft is worse when the government is the thief. > On the first round of battle up to two :bandits: suffer -1 from all damage.

  5. _Toll Bridge_ (#TBridge) Pay the toll or face the troll! > Cleverly concealed :bandits: surround the party from both sides, forcing them to take either +1 to damage this round or -3 to ability :rolls:.

  6. _Pillared Pathways_ (#PPath) The path to the next room takes you over a dark pit. You'll have to cross a dozen narrow wooden pillars to get there. > Make an Athletics :melee: :roll: of 7 or above to cross. If you fail, you perish.

  7. _Cistern_ (#Cistern) The bars preventing swimmers through to the castle's well look like they're old and ill-tended. > Make a :melee: attack successfully and two Swim/Hold Breath :music: :roll: s of 8 and 10 or above to gain entry.

  8. _The Impressive Vault_ (#Vault) Just look at the size of her knobs! > A Pick Lock :roll: of 12 or above cracks the code on the vault. Countless treasures (and perhaps a few traps) await you inside.

  9. _Supply Wagon_ (#SWagon) Drive it like you stole it... > If chasing the wagon, an Athletics/Ride :roll: of 8 or above gets you near enough to board it. On a 1 you fall off and suffer 2 hp damage. If driving the wagon and being pursued, a :roll: of 13 or above evades pursuit. Failure results in combat with two random Tier I humanoid enemies. A 1 on the :roll: adds a Tier II encounter card.

  10. _Palisade Screen_ (#Screen) Portable, spiked wooden screens have been set in your path. > Jump the palisades with a Ride :melee: :roll: of 9 or above. On a failure you're thrown for 3 hp damage.

  11. _Spider Hole_ (#SHole) This one is figurative, not literal... > On a Notice :ranged: :roll: of 8 or above you see the ambusher and deal +1 damage this round against it's occupant. On a failure take +1 damage this round.

  12. _Dank Alleyway_ (#DAlley) It's dark, and nasty...hey, does someone smell patchouli? > An Intimidate :influence: :roll: of 10 or above can frighten away the lurking ne'er do wells. Failure emboldens them. Add an extra Tier I Bandit to the encounter.

  13. _Drinking Hall_ (#DHall) Designed for revelry and contests of skill. > Axe Throwing. Darts. Gambling. Drinking contests. Pick your selection of role playing fodder or skill checks. Start a brawl if you want to.

  14. _Campfire_ (#Camp) They thought they'd gotten away. Show them differently. > During combat, on all rolls of 7, one of the Bandits stumbles into the fire and suffers 2 damage. On all rolls of 13, the same happens to an adventurer.

  15. _Forest Hideout_ (#Hideout) A camp camouflaged and hidden in the treetops. > All :bandit: Archers deal 1 extra damage each round and take -1 damage from :ranged: and :melee: abilities. If an adventurer makes a Climb :melee: :roll: of 9 or above, they can inflict +1 damage in future rounds with :ranged: attacks.

  16. _Tunnels_ (#Tunnels) They twist and'd be easy to get lost in here. > Unless a successful Knowledge :magic: :roll: is made of 11 or greater, you get lost in the tunnels or your quarry escapes.

  17. _Dead End Chamber_ (#End) There's only one way out... > The confined chamber hampers any retreat and any :magic: abilities that damage more than one target also damage an adventurer on odd rolls (1, 3, 5, etc.).

  18. _Pitchblack Cavern_ (#Pitch) There's no light here, and the dripping water quickly drenches you and dowses torches. > Unless a Perception :ranged: or :magic: check of 10 or above succeeds in the first round, the difficulty of all ability :roll: s is increased by 3.

  19. _False Floor_ (#FFloor) With a swift yank on a lever, the bandit makes the floor collapse beneath you. > An Athletics :melee: :roll: of 10 or above allows you to absorb the fall. Below a 10 and you suffer 2 damage.

  20. _False Wall_ (#FHall) Reinforcements come screaming out of the fake wall panel! > Add two Tier I :bandit: s to the Encounter.

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