Dressed to kill, the bandit appears rather able to take care of himself. The menacing predatory look in his eyes expresses both greed for wealth and a disdain for life. However this otherwise ordinary person came to an awful life of crime, the bandit's appearance can only mean his next plundering victim is just around the corner, and then he'll move on down the road.
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Killing a certain number of bandits are a task given out by the Adventurer's Guild. Bandits also trouble those protecting a traveller for the Adventuerer's Guild. These bandits generate to the level of the hunter. Bandits more than ten levels above a character will ignore that character unless attacked first.
Bandits have also been present in storylines. Notably, the bandits were responsible for kidnapping the mayor of Wehnimer's Landing.
Bandits can throw crystals at you that will dispel several spells if they hit. They often do this as an opening attack from hiding or when they are having trouble hitting you with their regular attacks. This is a SMRv2 roll.
Suddenly, a tiny shard of jet black crystal flies from the shadows toward you! The crystal shatters against your body and releases a pulse of anti-magic! You feel a slight tingling as the shimmering field fades away. The silvery luminescence fades from around you. You feel your extra strength departing. Your heightened attunement to the flows of mana begins to fade.
Bandits may lay traps to catch their victims. The traps are activated when the hunter enters the room. There is a chance for the hunter to avoid the trap.
Razor Trip Wire
Causes a leg injury and knockdown.
Suddenly, you feel an intense pain in your left leg! as you realize that you've stumbled right into a length of nearly invisible razor wire! ... 5 points of damage! Slash to your left leg hits high! Kinda makes your knees weak, huh? You fall to the ground! A human rogue suddenly jumps out of the shadows! A human thief suddenly jumps out of the shadows! You spy a nearly invisible length of razor wire just moments before you are about to step into it! A half-elven thug suddenly leaps from his hiding place!
Lowers stance, knocks down, and gives roundtime.
Suddenly, you hear a soft *whoosh* of air as you realize you've just stepped on a carefully concealed inflated pouch. Your surroundings begin to spin as you collapse in a heap, sick to your stomach! Roundtime: 7 sec. A human outlaw suddenly jumps out of the shadows! A human brigand suddenly jumps out of the shadows! A human outlaw suddenly jumps out of the shadows! You spy a carefully concealed inflated pouch on the path just ahead of you! A human brigand suddenly jumps out of the shadows!
Knocks down and stuns (no actual injury).
Suddenly, a carefully concealed looped rope springs up from the floor, wrapping around your ankle and tossing you up into the air! You land square on your head! You are stunned for 3 rounds! A human marauder quickly approaches!
Leg injury and partially immobilizes.
Suddenly, you hear a loud *clink* as a large pair of carefully concealed metal jaws slam shut on your left leg! ... 7 points of damage! Torn muscle in your left leg! A half-elven thug suddenly leaps from her hiding place!
Knocks down, does one or more injuries, and gives roundtime.
Suddenly, the ground gives out from under you as you fall into a shallow pit filled with tiny spikes! ... 10 points of damage! Nice puncture to the back, just grazed the spine! Roundtime: 3 sec. You spy a carefully concealed pit on the path just inches ahead of you!
Immobilizes. This can drastically reduce your DS.
Suddenly, a carefully concealed net springs up from the ground, completely entangling you!
The net entangling you rips and falls apart.
Bandits can generate with a variety of names. These include bandit, thug, robber, brigand, outlaw, highwayman, mugger, marauder, and thief.