Drawn to the vast wealth carried on highways to and from Aranthaes, it’s unsurprising that merchant caravans will see attacks from gangs of bandits and thieves.

One of the most notorious bandit gangs is the Black Blades, a group of skilled swordsmen who operate on the main trade routes leading to neighboring cities. They are known for their swift and deadly attacks, often leaving no survivors. They are said to be led by a charismatic and ruthless leader known only as “the Blade.”

Another group of bandits, The Red Cloaks, specialize in attacking caravans carrying precious metals and gems. They are a brutal gang, known for their willingness to torture and kill their victims. They often hide out in the dense forests and rocky canyons along the northern trade routes.

In addition to bandits, there are also several orc hordes that roam the area. The Iron Fist Clan is one of the most feared, known for their powerful warriors and skilled archers. They often set up ambushes in the rocky terrain, attacking caravans with arrows and axes.

The Blood Moon Tribe is another orc horde that plagues the trade routes. They are a particularly savage group, known for their use of brutal tactics such as crucifixion and beheading. They are also notorious for their use of magic, often employing powerful shamans and spellcasters in their attacks.

Notorious Robberies
There have been several major attacks on caravans that are still spoken about in Aranthaes and beyond. One of the most notorious attacks occurred about 50 years ago when a large caravan transporting a valuable shipment of rare gems was ambushed by a band of orc raiders on the outskirts of the city. The caravan was completely decimated, with all of its guards and merchants killed and the precious gems stolen.

Another infamous attack happened more recently, when a group of bandits managed to hijack a caravan transporting a large quantity of gold bars from the Aranthaes Mint to a neighboring city. The bandits managed to outsmart the guards and made off with the entire shipment of gold, which was valued at an astronomical sum.

These attacks have led to increased security measures along the trade routes, with merchants hiring more guards and investing in better equipment to protect their valuable cargo. However, despite these efforts, the threat of attacks from bandits and orc hordes remains a constant danger for anyone traveling the trade routes around Aranthaes.
 

Bandit Attack! (d20)

When the road turns mean, roll d20 to see what hits the party

  1. Black Blades Cut-&-Ride (Skirmish): 1d6+3 mounted swordsmen wheel in, strike, and break off.
    Black Blade Riders: AC 14, HP 16, scimitar (1d6+2), shortbow (1d6), leather; Horses: 40 ft. speed.
  2. “Toll Gate” Shakedown: A fake barrier and ledger at a bend; 2d6 bandits levy “road dues” while 1d4 archers cover from rocks.
    Bandits: AC 13, HP 11, shortsword (1d6), leather; Archers: AC 13, HP 10, shortbow (1d6).
  3. Iron Fist Clan Ambush (Arrows First): 1d8+4 orcs volley from high ground, then charge.
    Orc Warriors: AC 13, HP 15, greataxe (1d12+3) or longbow (1d8).
  4. Red Cloak Smash-&-Grab: 1d8 Red Cloaks target strongboxes only; smoke pots to blind guards.
    Red Cloaks: AC 14, HP 18, shortsword (1d6+2), dagger (1d4), leather; advantage to Disengage in smoke.
  5. Fallen Pines Trap: Road blocked by felled trees; 1d6 sappers rush wheels/axles while 1d6 crossbows pin you down.
    Sappers: AC 12, HP 10, handaxe (1d6); Crossbowmen: AC 13, HP 11, light crossbow (1d8).
  6. Black Blades Flight-of-Steel (Large): 2d12 foot blades erupt from wheat or scrub, fighting in pairs.
    Black Blade Duelists: AC 15, HP 22, scimitar (1d6+3, +1d4 if ally within 5 ft), bucklers.
  7. “Friendly Guides” Scam: 1d4 scouts offer a shortcut; it funnels into a kill-box of 2d6 bandits.
    Scouts: AC 14, HP 12, shortsword (1d6), shortbow (1d6), studded leather.
  8. Blood Moon War Banner: 1d10+6 orcs with a shaman; drums beat, fear spreads.
    Orc Shaman: AC 12, HP 30, spells (bane, hold person, spiritual weapon 1d8+mod); Orcs as above.
  9. Bridge Cut: Ropes/pegs sabotaged on a plank bridge; 1d6 bandits loose arrows as wagons teeter.
    Bandits: AC 13, HP 10, shortbow (1d6).
  10. Red Cloak Decoy Arrest: 1d6 Red Cloaks present forged warrants and “confiscate” valuables; 1d6 lurk to flank.
    Red Cloaks: AC 14, HP 18, shortsword (1d6+2); advantage on Intimidation.
  11. Iron Fist Rolling Ram: Orcs push a log-ram downhill toward leading wagon, then charge through the gap.
    Orc Bruisers (2): AC 14, HP 28, maul (2d6+4), shove (Athletics +5).
  12. Silent Night Raid: 2d6 thieves creep into camp at midnight for a cut-and-run on coin chests.
    Thieves: AC 14, HP 11, dagger (1d4), sap (1d4, non-lethal); advantage on Stealth at night.
  13. Black Blades Captain “The Blade” (Boss Skirmish): Captain with 1d8 elites attempts to decapitate the guard command.
    “The Blade”: AC 16, HP 75, twin scimitars (2×1d6+4, adds 1d6 once/turn), parry +2 AC reaction; Elites: AC 15, HP 24.
  14. Red Cloak Wagon Fire: Pitch-pots lobbed from rocks set tarps ablaze; 1d8 attackers press into the smoke.
    Red Cloaks: AC 14, HP 18; Fire DC 13 to douse per round.
  15. Blood Moon Carrion Rite: 1d6 orcs and 1 ogre under a bone-standard; shaman attempts a terror chant.
    Ogre: AC 11, HP 59, greatclub (2d8+4); Shaman as #8 but HP 34.
  16. “Help! Broken Axle!” A staged distress wagon; 2d6 bandits spring from tarp and ditch.
    Bandits: AC 13, HP 11, shortswords/shortbows.
  17. Iron Fist Pincer (Large): From both sides: 3d6 orcs, including 1 captain barking orders.
    Orc Captain: AC 15, HP 52, glaive (1d10+4), bonus to allies’ first damage (+2 each) this round.
  18. Ridge Snipers: 1d6 veteran crossbowmen with windlasses target drivers/animals first.
    Veteran Crossbows: AC 14, HP 22, heavy crossbow (1d10, reload action), leather + hooded cloaks.
  19. Black Blades “Mercy Offer”: Horn blown, 2d6 blades ring the caravan at spear distance; pay 20% of cargo or they test steel.
    Black Blades: AC 14–15, HP 16–22.
  20. Full-On Horde: A rare concerted strike: 2d8 Red Cloaks coordinate with 2d8 orcs at dusk – alarms, fires, horns.
    Red Cloaks: AC 14, HP 18; Orcs: AC 13, HP 15. Waves arrive from opposite flanks over 3 rounds.

 

Quick Scaling & Terrain Twists

  • Light/Medium/Heavy: Halve/normal/double creature counts; add an elite or caster for Heavy.
  • Terrain: Wheatfields = 3/4 cover in rows; Pass ledges = shove checks +2; Rain/Fog = ranged attacks at disadvantage >30 ft.
  • Morale: Bandits flee at 50% losses; Orcs at 60% if banner falls; Red Cloaks fight to deal struck or leader downed.

 

Recovered Loot (d10)

When the bandits are defeated, roll d10 to see what stolen treasures the party may reclaim from their camp or bodies…

  1. Merchant’s Purse: 2d20 silver coins, a brass signet ring (5 gp), and a half-torn caravan ledger.
  2. Pilgrim Offerings: A sack of beeswax votive candles, 1d6 silver lockets engraved with Lady Bune’s sigil (10 gp each).
  3. Travel Wares: 3 bolts of dyed cloth (worth 15 gp total), a crate of salt fish, and a lucky charm that grants +1 to the next saving throw.
  4. Weapons Cache: 1d4 shortswords, 1 longbow with 20 arrows, and a shield painted in faded Red Cloak colors (can pass as disguise).
  5. Spilled Cargo: A chest of mixed spices (25 gp) and 1d4 bottles of fine southern wine (10 gp each).
  6. Lost Heirloom: A silvered longsword (counts as magical vs. undead), wrapped in blood-stained cloth; family crest etched in the hilt.
  7. Merchant Strongbox: Locked iron box (DC 15 to open) containing 75 gp, 200 sp, and 3 uncut gems (25 gp each).
  8. Caravan Chest: 1d6 masterwork tools (artisan’s sets, 15 gp each), plus a brass compass (25 gp) that always points to Aranthaes City.
  9. Hidden Cache: A sack hidden under straw containing 120 gp in mixed coinage, a potion of healing, and an unsigned contract for mercenaries.
  10. Grand Haul: A wagon itself, half-burned but salvageable – laden with 500 gp worth of silk bolts, silver ingots (10 lbs), and 1 exotic statuette (worth 150 gp to a collector). This wagon will not go unmissed – and it’s powerful owners may pay a reward…