The Bandits of Dailat

Marauders from the Wasted Lands
There are many different bandit groups operating out of the Wasted Lands. They can be found in the forests, rocky outcrops, abandoned keeps and so on in the area and they prey upon the caravans that travel between Ashoyin and Beltavia Keep, with occasional raids into these territories. The various groups have had to learn to live together and respect each other's boundaries over the years and this has produced a loose alliance, but there are always troublemakers - they're bandits after all - and groups wanting to expand at the expense of their neighbours. Some of the poorer, fringe groups are little more than thugs that will kill you as soon as look at you.

One notable group, led by the Bandit 'Queen' Gemara (Gem to her friends) is almost civilised. They let non-combatants that surrender to pass unmolested (minus their valuables obviously), they treat ransomable prisoners quite well and they look after their own sick, elderly and wounded with care.

Gem's band have a secure camp deep in the Dailat Forest, within the crater of a small extinct volcanco, that can only be reached through a concealed secret entrance. They live in stout log cabins and cultivate gardens, and despite its name the Wasted Lands is quite abundant so game and wild plants are plentiful. They fence most of their stolen goods through contacts in Nyerdhan and Ashoyin where the political instability makes it easy to get past the authorities. They have also been known to give the Jade Sword some logistical assistance.

Gemara the Bandit Queen.
A brassy, voluptuous beauty with henna-red hair and a saucy grin. She wears several green ribbons in her dyed hair, and lots of rather tawdry jewellery. Her clothes, although of the finest quality that the passing caravans can supply, seem to be made up from several different outfits cobbled together. When not skulking through the forest she likes bright gaudy colours.

Gem is a former concubine/body guard (trained in Butterfly Style) to a Llaza merchant who decided to travel up the Far Anhoi to check on his interests seventeen years ago. Their caravan was captured and the merchant ransomed, but Gemara elected to stay behind and soon rose to a position of leadership. Her quick wits, determined attitude and generous heart inspire loyalty in her band who have prospered under her command. She is skilled in unarmed combat, bow and staff.


Using the Bandits of Dailat
Gem's bandit clan represent one of the many permutations of bandit gangs that can waylay the traveller through the Wasted Lands. The main purpose of such groups is as opponents, although Gem's band can serve as the basis for a more intrigue-based adventure set in Nyerdhan. As one of the more stable and honourable groups, the Bandits of Dailat ironically serve as a stabilising factor in the region.

The Bandits of Dailat are unique in that they possess guns, perhaps acquired through contacts in the Hudan Technocracy. These are rare weapons and the Bandits are loathe to use their limited supply of powder in minor skirmishes, although the guns are good for intimidation without being fired.


Gemara ('Gem'), the Bandit Queen
Female human Ftr2/Rog7: CR 9; Medium Humanoid; AL N
Abilities Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 16 (+3)

Initiative +2; Speed 30ft
Armour Class 15 (+2 Dex, +3 armour) touch 12; Dodge AC 16, touch 13
Saves Fortitude +5, Reflex +7 (+9 against traps), Will +3
Hit Dice 2d10+7d6; hit points 34

Base Attack/Grapple +7/+6; Combat Expertise (+/-5)
Melee Quarterstaff +8/+3 (1d6-1)
Melee Dagger +9/+4 (1d4-1)
Melee unarmed strike +10/+5 (1d3-1)
Ranged Composite longbow +10/5 (1d8, crit. x3, 110 ft.)
Special Attacks Sneak Attack +4d6
Special Qualities Evasion, trap sense +2, uncanny dodge

Skills: Appraise +12, Decipher Script +10, Diplomacy +13, Disguise +12, Forgery +10, Gather Information +13, Handle Animal +6, Hide +12, Intimidate +7, Move Silently +12, Profession (courtesan) +5, Ride +5, Search +12, Sense Motive +11, Survival +6, Use Magical Device +8
Feats: Combat Expertise, Dodge, Improved Unarmed Strike, Weapon Finesse, Weapon Focus (longbow), Weapon Focus (quarterstaff), Weapon Focus (unarmed strike)
Languages: High Imperial, Low Imperial, Tlaxu (plains).
Possessions: Masterwork studded leather, masterwork quarterstaff, composite longbow, 20 arrows, shandix.


Typical Dailat Bandit, human War2: CR 1; Medium Humanoid; AL N
Abilities Str 13 (+1), Dex 11 (+0), Con 12 (+1), Int 9 (-1), Wis 10 (+0), Cha 8 (-1)

Initiative +0; Speed 30ft
Armour Class 13 (+2 armour, +1 shield) touch 10, flat-footed 13
Saves Fortitude +4, Reflex +0, Will +0
Hit Dice 2d10+2; hit points 13

Base Attack/Grapple +2/+3
Melee Shortspear +4 (1d8+1)
Melee Dagger +3 (1d4+1)
Ranged Longbow +3 (1d8, crit. x3, 100 ft.)
Special Attacks None
Special Qualities None

Skills (armour -1): Climb +2, Handle Animal +4, Ride +4
Feats: Weapon Focus (longbow), Weapon Focus (shortspear)
Languages: Low Imperial
Possessions: Shortspear, longbow, 20 arrows, leather armour, light wooden shield, riding animal.


Dailat Bandit Gunner, human War2: CR 1; Medium Humanoid; AL N
Abilities Str 12 (+1), Dex 13 (+1), Con 11 (+0), Int 9 (-1), Wis 10 (+0), Cha 8 (-1)

Initiative +1; Speed 30ft
Armour Class 13 (+1 Dex, +2 armour) touch 11, flat-footed 12
Saves Fortitude +3, Reflex +1, Will +0
Hit Dice 2d10+2; hit points 13

Base Attack/Grapple +2/+3
MeleeShortsword +3 (1d6+1)
Melee Dagger +3 (1d4+1)
Ranged Dragon rifle +4 (2d8, crit. x3, 150 ft.)
Special Abilities None
Special Qualities None

Skills: Climb +2, Handle Animal +4, Ride +4
Feats: Exotic Weapon Proficiency (firearms), Weapon Focus (dragon rifle)
Languages: Low Imperial
Possessions: Shortsword, dragon rifle, powder horn and bullets (50 shots), leather armour, riding animal.

The Dragon Rifle is from Monte Cook's Technology online PDF. It costs 500 gp (50,000 yen) for the rifle and 15 gp (150 yen) for 10 shots of powder and ammunition. It is a 2-handed piercing weapon weighing 5lbs. Damage is 2d8 with a x3 critical multiplier and 150 ft. range.

Firearms are rare in Conclave and have two possible origins. The Technocracy of Hudan produces firearm weaponry but jealously guards its secret alchemical sources of explosive powder and toughened metal. The second source is an extension of old Imperial technology originally researched by the scholar Beraphol. Although Beraphol had only minor success in the field and his project was cancelled by the Emperor, some scholars continue to research firearms in an arms race with Hudan.


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