Solo Expedition part 4: Reed Bandits Conclusion

The Reed Bandits – Session Conclusion

Resting at the Lizardfolk Camp
Fajor attempts a minor healing on Flint. Skill: 10, Roll: 15 — no healing.

Having spent the night and enjoyed the lizardfolk's unexpected hospitality, the group rests before the day ahead.

Flint makes his recovery roll. HT: 12, Roll: 12 — recovers 1 HP. Currently at 8 HP.

Not needing the linkboy in the swamps, Severin leaves two of his men-at-arms with him back at the village. The party sets out toward the bandit camp.


The Bandit Camp

The camp comes into view: several tents arranged around a small campfire, trees dotting the area along with large shrubbery and a small outcropping of rocks. The lizardfolk guides fan out, preparing to close the distance quietly.

Pre-Combat – Round 1

The lizardfolk attempt to stealth closer, but two guards on watch overhear the snap of a branch. They leave the fire to investigate, crossbows at the ready.

Flint moves to a position behind the rocks beside one of the lizardmen.

Severin begins channeling a fireball (Round 1 casting — Skill: 13, Roll: 7). Orders his men-at-arms to advance.

Fajor moves 5 hexes closer.

Bandit Guards split and each move 5 hexes toward the noise. Both roll against IQ to decide whether to alert the others:
Guard 1: 13 — Fail. Guard 2: 14 — Fail. No alarm raised.

The men-at-arms advance. Rubert moves 4 hexes closer.

Pre-Combat – Round 2

The lizardfolk move closer to one of the tents, one keeping near the tree line. One of the guards is 10 yards away in poor lighting — he fails his perception roll.

Flint moves up beside the lizardman near the trees.

Severin charges a second point of energy into the fireball (2 points — Skill: 13, Roll: 7). Steps forward.

Fajor moves behind the tent with the lizardmen.

The guards round the tent and come face to face with Fajor and two lizardmen. They shout for reinforcements. The remaining bandits will mobilize next turn.

The men-at-arms hold position and brace their spears for any enemies entering threat range. Rubert moves closer.

Combat
Round 1

The bandit leader emerges from his tent and calls his men to arms. Chaos erupts across the camp.

Flint moves to engage a bandit guard.

The lizardmen advance and prepare to strike next round.

Severin adds a third point to the fireball (3 points — Skill: 13, Roll: 7) and steps forward. The fireball is ready.

Fajor swings his staff at the bandit guard — Skill: 10, Roll: 6. Guard Dodge: 8, Roll: 9. Hit! 7 damage – 2 DR = 5. Hurt but still fighting.

Several bandits pour out of tents and begin grouping near their leader.

The guard struck by Fajor retaliates against the nearest lizardman — Skill: 13, Roll: 14. Miss.

A second bandit steps up and fires his crossbow point-blank at a lizardman — Skill: 13, Roll: 14. Miss.

The men-at-arms step forward in a wall formation — any bandits passing through face all three spears.

Rubert moves 2 yards and squares off with a bandit near a tent.
Round 2
The leader repositions and readies his crossbow for next round.

Flint steps forward and thrusts with his broadsword — Skill: 13, Roll: 18. Critical Failure! Fail roll: 10 — he drops his sword as the swamp humidity ruins his grip.

Lizardman 1 steps back and jabs with his spear — Skill: 12, Roll: 11. Bandit Dodge: 8, Roll: 11. Hit! 6 – 2 DR = 4 × 2 (impaling) = 8 damage. Over half HP in one blow. Knockdown roll — HT: 11, Roll: 10. Stunned but standing.

Lizardman 2 steps back and jabs — Skill: 12, Roll: 10. Bandit Dodge: 8, Roll: 11. Hit! 6 – 2 DR = 4 × 2 = 8 damage. Knockdown roll — HT: 11, Roll: 11. Just makes it. Still stunned.

Lizardman 3 attacks from position — Skill: 12, Roll: 12. Bandit Dodge: 8, Roll: 9. Hit! 5 – 2 DR = 3 × 2 = 6 damage. Knockdown roll — HT: 11, Roll: 16. Knocked prone and stunned.

Severin moves up just behind the men-at-arms. The fireball is primed and waiting.

Fajor swings his staff again — Skill: 10, Roll: 12. Miss.

MaA 1 stabs at a bandit who rounded the tent last round — Skill: 12, Roll: 8. Bandit Dodge: 8, Roll: 16. Hit! 3 – 2 DR = 1 × 2 = 2 impaling damage.

MaA 2 steps one hex and stabs the same bandit — Skill: 12, Roll: 12. Bandit Dodge: 8, Roll: 11. Hit! 4 – 2 DR = 2 × 2 = 4 impaling damage.

MaA 3 steps and holds position.

Several bandits are in sorry shape. Two move to flank the leader. The four stunned bandits attempt to recover:

HT: 11 — Rolls: 8, 8, 15, 9.
The two nearest Fajor and Rupert clear their stun. The one near Flint remains stunned. The prone bandit clears stun but stays down.

The two recovered bandits break and fall back behind the leader. The badly wounded bandit near the men-at-arms also retreats.

The one bandit who hasn't moved fires his crossbow at the nearest MaA at 4 yards — Skill: 13 – 2 (range) = 11, Roll: 7. MaA Dodge: 8, Roll: 9. Hit! 7 – 4 DR = 3 × 2 = 6 impaling damage. Over half HP! Knockdown — HT: 12, Roll: 10. No knockdown but stunned.

Rupert strides forward and addresses the bandit leader directly, hand on his sword hilt but offering clear terms.

Rupert:
"This fight is over. Lay down your arms and face justice — no more blood need be shed today."
Diplomacy Check +1 — Skill: 11, Roll: 7. Success by 4.
Leader Will: 10, Roll: 6. Success by 4.
Reaction Roll (no modifier): 11 — The leader, seeing this has become a losing battle, opts to flee.
Round 3
The leader turns and runs 7 hexes away, expecting his crew to follow.

Flint bends to retrieve his sword.

The lizardfolk press the blades of their spears to the throats of the stunned and prone bandits — they aren't going anywhere.

Severin holds the fireball clearly visible in his palm and addresses the two bandits near the men-at-arms.
Severin (flatly):
"If you so much as think of moving, no one will even find the ashes."
The stunned MaA fails his recovery roll — Roll: 17. Still dazed.
The other two men-at-arms step in front of their stunned ally, spears leveled at the two threatened bandits.

IQ rolls for the surrendering bandits:
Fajor and Rupert's pair (IQ: 10) — Rolls: 9 and 10. Both drop their weapons and surrender.
Held at spear/fireball point (IQ: 12, +2 bonus) — Rolls: 15, 12, 12, 9.
Three toss their weapons. One reaches for his sword.

Meanwhile — two bandits from a far tent, nowhere near the fighting, slip away into the mire carrying a chest.
Round 4
The bandit leader is now booking it and not looking back.

Flint sheathes his sword.

The lizardfolk keep their prisoners pinned.

Severin steps toward the bandit reaching for his blade, fireball still live. The bandit's effective IQ rises to 13 — Roll: 11. He reads the room, grumbles, and drops the sword.

Severin lets the fireball dissipate. The camp is secured.



NOTE: The bandit leader escaped with:
• 1 Magic Flail (+1/+1)
• 1 Magic Chainmail (+1/+1)

Aftermath – Prisoners and Loot

The lizardfolk would prefer to execute the bandits on the spot. Rupert appeals to their honor.

Diplomacy Check — Skill: 10, Roll: 5. Reaction: 12 + 2 (diplomacy success) + 1 (Charisma) = 14. The lizardfolk relent — but they want a share of the loot.
Loot from the Camp:

Coins & Gems:
235 silver | 778 gold
5× small chalcedony (50 gp each) | 1× large topaz (1,000 gp)

Weapons & Gear:
2 large knives | 6 suits of leather armor
6 broadswords | 6 crossbows | 44 bolts
Lizardfolk Share (agreed upon):
All 235 silver | 200 gold | 3 crossbows | 3 broadswords | 11 bolts

In exchange, they agree to help escort the prisoners back to town for trial.
Party Distribution of Remaining Gear:

Each man-at-arms receives a broadsword and 11 bolts for safekeeping.

Rupert, Fajor, and Severin each carry a crossbow.

The bandits are permitted to wear their armor until they reach town.

Journey Back
A random encounter is rolled: Spirit Naga. Range: 4d6 = 13 yards. It wasn't actively hunting, so Perception 16 – 4 (distance) – 2 (terrain/fog) = 10. Roll: 12 — it doesn't notice the party. They give it a wide berth and continue without incident.

The lizardfolk bid their farewells at the edge of the swamp and return to the marshes. The party arrives at Beggar's Hole and turns the prisoners over to the guards.

Captain of the Guard:
"Good work. They'll be questioned and tried for their crimes. The loot's yours — you've earned it."

Severin's linkboy and remaining men-at-arms rejoin the group later that day, the lizardfolk having delivered word of their success.


Back in White Dragon Run – Selling Loot

The party returns to White Dragon Run. Surplus weapons, armor, and knives are sold at the village general store. Flint keeps one of the broadswords for himself.

They're directed to Elmorth the Elven jeweler, who makes her offer without much haggling.

Elmorth:
"200 silver for the small stones. 800 for the topaz. Take it or leave it."

They take it.

Each party member receives: 516 silver (and a few coppers)
Character Points Awarded:

2 CP — Two days of wilderness travel
1 CP — Defeated the Reed Bandits
2 CP — Returned with approximately $2,000 in coins, gems, and gear

Total: 5 CP

Rest and Training – Two Weeks in White Dragon Run

Severin settles his accounts with his linkboy and guards — 3 days of service comes to 159 silver. Reviewing his roster, he notes that 5 men-at-arms is excessive and agrees that 2 of them will transfer to Rupert's patronage going forward.

Room & Board: 2 shared double rooms, 6 sp/day per person — 84 sp total over the fortnight.
Training Focus:

Severin: Daily practice on fireball and spell throwing. Fireball → Skill 14. Spell Throwing (Fireball) → Skill 11.

Flint: Sparring with the garrison. Broadsword → Skill 11.

Rupert: Reflecting on the mission, spends time on diplomacy rather than the sword. Diplomacy → Skill 12.

Fajor: Tending sick animals and drilling with his staff. Heal Minor → Skill 12.

Rumors Gathered by Rupert

While carousing with locals during the downtime, Rupert picks up a handful of leads worth pursuing.

1. Abandoned mines lie at the end of the northwest road.

2. Smoke, the local wizard, keeps skeletons in his house.

3. Zeller, a retired soldier in the village, has buried a sizable treasure somewhere on his property.

4. The land to the west is littered with the bodies of dead adventurers.

The group restocks their supplies and agrees without much debate: west it is.

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