TEXT: dragonsfoot.org
  Dragonsfoot - LA Section - Bandits!
  15-19 minutes
  By Jon Creffield
  What follows is an encounter setup, an exciting ambush Lejend
  Masters can stage any time the avatar team is on the road.  Some
  details have been left intentionally vague; the bandits are neither
  named nor described so the Lejend Master can tailor the encounter
  to his own campaign.
  This ambush can take place on any road leading through a wooded
  region or other area that affords the bandits sufficient cover.  Unless
  the party is using a suitable ability to negate surprise they
  automatically loose three actions when the ambush is sprung.
  The bandits array themselves as follows:
  The chief and four lieutenants are 80’ ahead of the party blocking
  the road with the 10 spearmen crouched in front of them.  An avatar
  afoot will take 3 ABCs to reach them if advancing hastily to attack.
  The archers are to the party’s left, some 50’ distant.  The ground is
  broken and an avatar afoot will take 2 ABCs to reach them if
  advancing hastily to attack.
  The cavalrymen are behind the party, some 100’ distant.  An avatar
  afoot will take 4 ABCs to reach them if advancing hastily to attack.
  The bandits adopt the following tactics:
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  ABC 1: the 10 archers shoot, the lieutenant with magical powers
  begins a Sticky activation, investing an extra 10 AEPs, and the
  cavalrymen begin a charge.
  ABC 2: the 10 archers continue to shoot, the lieutenant completes
  his Sticky activation effecting a strip of ground 10’ deep and 30’
  long in front of the archers. The cavalrymen continue their charge.
  ABC 3: the cavalrymen attack with their lances, riding through the
  party and ending the count 40’ ahead of them.  If the horsemen are
  still riding in formation require each avatar on foot to make a
  disaster avoidance check with complete successes indicating that
  the avatar dodges out of the horses’ path, a partial success that
  they are struck for 1-20 shock harm, and a failure that they are
  knocked prone, suffer 2d20 shock harm, and are stunned for 1-3
  ABCs.  The lieutenant with magical powers begins a Blue Bolts
  activation.
  ABC 4: if the party was surprised by the bandits’ ambush they are
  able to take actions for the first time in this count.  The 10 archers
  shoot, the cavalrymen wheel their mounts and the bandit lieutenant
  with magical powers completes his Blue Bolts activation, hitting
  man size avatars with 2-8 bolts, each delivering 1-2 points of
  preternatural harm.
  ABC 5: the cavalrymen ride into the party and remain in melee,
  thrusting with their lances.  The spearmen advance as do the chief
  and all four of his lieutenants.
  ABC 6: the cavalrymen continue to fight, the archers shoot at any
  clearly unengaged avatars and the spearmen, chief and lieutenants
  continue to close.  Lieutenant number three has an eye of
  otherworlds and uses it to search out invisible adversaries.
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  ABC 7: the cavalrymen continue to fight, the archers shoot at any
  clearly unengaged avatars and the spearmen, chief and his
  lieutenants continue to close.
  ABC 8: the cavalrymen ride away from the melee to regroup (a
  process taking a full AB to complete), the archers shoot at any
  clearly unengaged avatars, the spearmen, chief and three of his
  lieutenants enter melee, the lieutenant with magical powers hangs
  back and activates Shadow Bolts boosting the power with an added
  20 AEPs, thus each bolt delivers 6-7 points of harm and drains a
  like amount of Speed, on the following count he will break his
  energy storage plaque
  Thus the first two Activity Blocks of battle are covered.  If by the end
  of the third Activity Block the bandits are loosing the chief will call
  for his cavalrymen to make another charge, withdraw under the
  covering fire of the archers, leave his spearmen and one lieutenant
  as a rearguard, and attempt to flee.  Having escaped the survivors
  will use their stock of curative items to revive themselves and make
  a final stand at their campsite (see below.)  The bandit enspeller will
  use his Morben’s energy nodes to restore his magical power.
  Of course no plan survives contact with the enemy and the chieftain
  will adapt his tactics to the avatars’ actions.  Consider each bandit
  group to have a morale score of 60%.  A group failing its check will
  retreat to the campsite immediately thereafter.
  Treasure and extraordinary items carried:
  The archers, cavalrymen and spearmen each have $200-500 in
  silver and copper coins.
  The lieutenants each carry $500-2000 in copper, silver and gold
  coins.  In addition number one carries a bar of lie soap, number two
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  has 3 preternatural wound dressings, and number three has an eye
  of otherworlds.
  The lieutenant with magical powers carries $3000 in gold coins and
  an inspirit node, six red Morben’s energy nodes, eight ounces of
  Mirana’s health restorative, and a plaque, energy storage, high.
  The chief carries $8000 in gold coins, 3 poison placebos, minimus,
  4 bolus of health, moderatus, and 2 doses of wound nostrum.
  In addition every bandit has a secondary weapon of some sort,
  dagger, short sword, club, knife, or garrote, as the Lejend Master
  deems appropriate.  The bandits’ swords are of common
  manufacture worth no more than $1000 each and breaking just as
  easily as any other weapon.
  The campsite:
  In a nearby dell a cluster of crude dwellings and tents provides a
  makeshift home for this larcenous gang.  As noted the surviving
  bandits will flee here, cure their wounds as best they can, and
  prepare to defend themselves from the vengeful party.  They are
  joined in this endeavor by the chief’s consort, who takes control of
  the band if the chief has fallen, and three war dogs.
  If the party defeats them and searches the dwellings successful use
  of Evaluation, Luck or Scrutiny Ability locates a patch of freshly dug
  earth in the shelter used by the chief and chieftaness; excavating
  this area turns up a chest holding $42,000 in silver coins, 90 ten
  carat amethysts each worth $200, a heavy gold bracelet worth
  $4,500, a gold brooch worth $3,500, two undressed otter pelts each
  worthy $350, a bolt of silk worth $800, 2 ounces of rare perfume
  worth $1000, a fortune plaque, fortune smiles, and a flask of
  Hekhjeem’s honey oil.
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  The other shelters contain odds and ends of clothing, half empty
  wine skins, decks of cards, dice and other personal items, and a
  variety of foodstuffs – the party could scavenge provisions sufficient
  for a ten-day here.
  Also present in the camp are a half dozen slovenly trulls that serve
  the bandits as camp followers.  They do not fight and if left to their
  own devices will strip what valuables they can from the dead and
  make off for pastures new.
  The bandit gang:
  The bandits’ statistics are presented in the following format: first
  their type (chief, lieutenant, cavalryman etc), next the number of
  that given type, then the Health Base Rating, followed by precision
  (with that score modified by weapon type shown in bold after a
  slash), then Speed is given (with a rating modified for armor and
  shield given after a slash, the enspeller also has his AEP total listed
  here), next an initiative modifier is given for those who wish to use it
  (this is figured by subtracting armor penalties and weapon speed
  modifiers from unadjusted Speed Base Rating), following that is an
  attack entry with all pertinent weapon statistics given, and lastly an
  entry for defense showing protections worn or carried and the
  pertinent number of armor points.
  Creature
  Attacks
  Defense
  Bandit Chief Mace [Harm base 5-20 shock,
  range 1, speed 6, precision
  bonus 5].
  Buckler 6 vs. one
  opponent and
  leather full armor
  for 8
  Bandit
  Sword, cut and thrust
  Shield 8 vs. two
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  lieutenant
  (longsword) [Harm base 4-20
  penetration, range 3, speed 4,
  precision bonus 10]
  opponents and
  leather full armor
  for 8
  Common
  bandits
  archers
  Bow and 12 arrows [Harm base
  1-20 penetration, range
  50-150-300, Speed 1, precision
  bonus 5/0/0]
  Cloth half garment
  for 4
  Common
  Bandit
  Spearmen
  Spear [Harm base 2-20
  penetration, range 5, speed 3,
  precision bonus 5]
  Shield 8 vs. two
  opponents and
  cloth full garment
  for 6
  Common
  bandit
  cavalry
  Lance [Harm base 1-20/1-40
  penetration, range 8, speed 5/2,
  precision bonus 0/10]
  Shield 8 vs. two
  opponents and
  cloth full garment
  for 6
  Bandit
  lieutenant,
  magical
  Enchantment 80
  Shadow Bolts (I), Flame Fan (II),
  Iron Agony (III), Sticky (IV), Blue
  Bolts (V)
  Personal Shielding
  4 for 18
  Creature
  Appearing H
  P
  S
  Initiative
  Bandit Chief
  1
  60 58/63
  15/13
  +7
  Bandit
  lieutenant
  3
  40 30/40
  10/7
  +3
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  Common
  bandits
  archers
  10
  20 30/35 at
  close
  range
  10
  +9
  Common
  Bandit
  Spearmen
  10
  30 27/32
  9/6
  +3
  Common
  bandit cavalry
  10
  25 25/35 at
  the
  charge
  10/7
  +2/+5 at the
  charge
  Bandit
  lieutenant,
  magical
  1
  45 38
  14/9/46
  AEPs
  remaining
  +9
  Creature
  Appearing
  H
  P
  S
  Initiative
  Bandit Chieftainess
  1
  61 57/67 13.5/12 +8
  War Dogs
  3
  30 40
  15
  +15
  Camp followers
  6
  20 15/35 10.5
  +9.5
  Creature
  Attacks
  Defense
  Bandit
  Chieftainess
  Sword, cut and thrust (longsword)
  [Harm base 4-20 penetration, range 3,
  speed 4, precision bonus 10]
  Leather full
  armor for 9
  War Dogs
  Bite 1-12+6
  4
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  Camp
  followers
  Punch [hand, Harm base 1-4 shock,
  range 1, speed 1, precision bonus 20]
  0
  Awards
  The Lejend Master should award 50-200 General Merits and
  25-100 Ability Specific Merits to each avatar participating in the
  battle, a low award if the party flees, a high one if they capture or
  kill the entire gang.  If the avatars capture the chief or chieftaness
  and turn them over to the local authorities award them a point of
  repute.  Killing captives out of hand or selling them into slavery
  earns a point of dark repute.
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SOURCE: textdata/thevault/_GM Books/World Building & Game Design/Gary Gygax Collection/Gary Gygax's Lejendary Adventure (osr)/Lejendary Adventure Adventures/Bandits! (LejAdv).pdf