The Basics
Statistically, bandits look a lot like orcs. Their AC is 6, they have 1 Hit Die, and their damage is 1d6 or by weapon. The main differences are that they don’t have penalties in sunlight, and they have better treasure. Even their number appearing is not much different. So, does this mean bandits are just human-flavored orcs?
Not a bit! Let’s look at things more closely.
The first thing to notice about bandits (in B/X, but not in the LBBs or AD&D!) is that they are Thieves. The exact level of Thief they are isn’t specified, but I assume the standard bandit is a 1st-level thief — hence the 1 HD.
With Acolytes, I suggested rolling 1d8 for hit points and just living with the fact that some will have more than 6. Maybe those high-hp Acolytes have Constitution bonuses or something. I stand by that (for now), but I’m less confident taking that approach with bandits. Standard thieves have 1d4 hit points, or 2.5 on average. If bandits have 1d8, they average 4.5 hit points, and that’s too different from Thieves. After all, they get all the benefits of Thieves, including the two that are most important at low levels: Bonuses when they Strike Unnoticed from Behind (SUB), and a fairly fast movement rate. For Bandits, then, I think it’s best to give them 1 HD, but it’s a d4 rather than the usual d8.
Bandits might be Neutral or Chaotic in alignment. Either way, they make their living posing as normal humans to catch their targets off guard and relieve them of their valuables. Exactly how they pull that off will differ based on their alignments.
Chaotic bandits delight in murder and mayhem. They are apt to lure victims into ambushes, where their waiting comrades can surprise them and, hopefully, kill them before they see it coming. By chaotic reckoning, it’s fun to kill and easy to loot corpses, so they’ll try to do both.
Neutral bandits will kill if needed, but their goal is the loot. They use the advantage of surprise as leverage. (See “The Neutral Ambush” below.) Then they’re happy to take their victims’ loot, maybe keep a hostage or two for ransom and protection, and let the victims off with their lives. They might get to rob the same victims again later!
Whatever their alignment, bandits aren’t dumb enough to start fights they aren’t sure they can win. They want to outnumber their opponents, preferably by at least two or even three to one. Except to Strike Unnoticed from Behind, they’ll prefer to stay out of melee, especially against armored enemies.
One wildcard for any group of bandits is their leadership. An NPC of any class and level might be the leader of a group of bandits. As the PCs gain levels, they might come across groups of bandits with ever more dangerous leaders.
Different bandit groups might vary greatly in alignment as well. It’s convenient for a group to all have the same alignment, but there’s no reason for there not also to be mixed groups, and even some tension an rivalry between the Neutrals and their more brutal Chaotic colleagues. And while it’s highly unlikely a Lawful NPC would employ Chaotic bandits, any other combination of alignments for the leader and the bandits is possible and potentially interesting. Imagine the Neutral leader who finds he can’t control his gang anymore, but he can’t get rid of them either!
Bandit Reactions
Bandits want money. If they are Chaotic, they want murder and money. Even Chaotic bandits know they can’t enjoy their loot if they’re dead, and so staying alive is their top priority. Here are some possible reaction roll results for them (2d6):
2 Immediate Attack. Bandits prefer the odds in their favor. If they don’t outnumber the enemy 3:1, “immediate attack” means “immediately go for reinforcements.” 3-5 Hostile, Possible Attack. The bandits want to rob the party, and they stall to figure out whether to attack now or go for reinforcements to attack later. 6-8 Uncertain. The bandits aren’t sure whether the party is worth robbing, and so they try to figure that out. 9-11 No attack. The bandits are not interested in attacking or robbing the party right now, but they are interested in making a deal. 12 Enthusiastic friendship. The bandits offer their cooperation to the party, probably by asking for employment.
Always remember the bandits’ agenda. If they want to rob the party, but they don’t have the numbers to win a fight, they’ll pretend to make a deal or offer assistance, with the intention of turning on the party later.
That makes bandits dangerous, and potentially very frustrating to your players. Unless your players are very skilled, think about how you’ll give them clues that a group of bandits they encounter should not be trusted. When the betrayal happens, any players who didn’t see it coming should immediately think, “Oh, no! I should have seen this coming!” Otherwise, it’ll seem arbitrary and unfair. After all, the bandits’ plan is to hit the party when the odds are strongly in their favor, which means the odds are strongly against the PCs.
Bandits in the Dungeon
Bandits wander the first level in groups of 1-8, with lairs of 3-30. They have Treasure Type U, which isn’t unusual for groups of humans, and they have that even outside their lair. Type U averages to 10 cp, 10 sp, 5 gp, and 106 gp worth of jewelery, for an average value of just over 112 gp, but more than 64% of the time, that treasure type yields nothing. It is noted that Treasure Type A occurs only in the bandits’ wilderness lairs (which have 15 to 150 bandits). Dungeon bandits aren’t rich.
The real question, though, is why the bandits are in the dungeon at all. Normal humans are rarely in the dungeon, so there’s not much point in bandits plying their trade there. But the bandits might have a dungeon lair for any of several reasons. Maybe the bandits are fugitives. They’ve been driven to the dungeon to hide out, and they’re trying to figure out when and how to leave when the heat is off outside—that is, if they can survive that long. It’s also possible that the dungeon is the bandits’ wilderness lair, albeit a small one. If there are at least 15 bandits in the lair, they have the minimum number appearing for a wilderness lair. If the dungeon is near where the bandits ply their trade, it might also be their base of operations. Finally, the bandits’ boss might have ordered them there for whatever his, her, their, or its own purposes might be.
In any case, the bandits are not actually up to banditry in the dungeon, unless they’ve figured out how to make their “normal human” schtick work on dungeon monsters — and maybe they have! Their lair will be located in an area that gives them access to food, water, and a way out. In all likelihood, the bandits have arrived as squatters, and they might have made deals with nearby monsters for their own safety. But allies for dungeon bandits are few, and they will certainly stay alert with sentries and traps to protect themselves.
The number of bandits in deeper levels increases to 2-16 on the second level and 3-24 on the third. Even in larger numbers, the bandits will need a pretty good reason to go into such dangerous areas. Whether they are Neutral or Chaotic, self-interest is much more important to bandits than any group projects might be.
Bandit morale is 8, which is good but not great. They fail any given check almost 28% of the time, and there’s about a 48% chance their morale breaks in any given encounter (which might have one or two checks). Their innate selfishness should make them susceptible to bribes and even employment by quick-thinking PCs. The PCs will need to convince the bandits to negotiate with a 9 or better on a reaction roll, and then they’ll need a 9 or better again for the bandits to accept the offer.
Bandits in the Wilderness
The default wilderness encounter tables include bandits in every environment where humans are found, except for the desert and the ocean. They wander in groups of 3 to 30, and their wilderness lairs house 15 to 150 bandits. Their lairs have Treasure Type A, which is much more generous than Type U. Bandits account for almost 11% of the encounters on the “Men” subtable. They are most common in clear areas, woods, swamps, settled areas, and cities.
A typical wilderness encounter with bandits will involve the party coming across a group posing as normal humans, intending to waylay unwitting travelers. They may or may not think the party is a suitable target. If the party is clearly well-armed and armored, and especially if the bandits don’t greatly outnumber them, the bandits might keep up their act and leave the adventurers alone altogether.
For the bandit ruse to work, there need to be normal humans in the area, and it can’t be overused. Include normal human encounters in your adventures, and make them more common than bandit encounters. Otherwise, the players will start to assume bandit every time.
A typical bandit ruse will work something like this. Some of the bandits are pretending to be normal humans, while others are waiting in ambush. The first group of bandits will try to distract their victims or, often, to lure them to another location, where the ambush has been set. The nature of the ambush will vary, but some rules issues have to be addressed too.
I used to allow thieves to benefit from making missile attacks unnoticed from behind. I’ve recently become convinced that isn’t by the book. If thieves are allowed to SUB with missile attacks, they’ll set up so that they can do so at short range (gaining +5 to hit and double damage, which is usually 1d6 x 2). Otherwise, they’ll lie in wait to charge in from 40’ behind the party with two-handed swords or polearms, enjoying +4 to hit and 1d10 x 2 damage. Either way, their intent is shock and awe. They prove their advantage, demand payment and then, unless their goal is slaughter, they take the money and run.
If the bandits don’t manage to surprise the party, or the ambush is spotted, they’ll try to rely on their superior numbers to extort payment without a fight.
Neutral Ambushes
Alignment can be a vexed topic, but it seems plain from the possibility of Neutral bandits that posing as normal humans for the purpose ambushing and robbing people is something Neutral characters might routinely do. So, it’s worth taking a moment to consider what a Neutral ambush would be like.
The purpose of the Neutral ambush is robbery, not murder. Moreover, Neutral bandits might be somewhat more discerning than others about whom they rob. They aren’t waylaying poor farmers for their last few copper pieces. They are going for richer people, who are harmed less by being relieved of some wealth. They might also focus their efforts outside the area they consider home. Kings might give them official permission, and limited support, toplunder their enemies’ trade routes.
Neutral bandits can use the tactics above, but they may also want to avoid so much murder. They will likely deal subdual damage at first, with missile-attacking reinforcements lying in reserve in case they become necessary. But once the party fights back, the kid gloves come off and the bandits will kill in order to protect themselves.
Normality
Bandits pose as normal humans, but it’s worth bearing in mind that “normal humans” are not necessarily civilians. They include soldiers. A group of bandits could imitate lightly armored mercenaries. They could easily pass for the Archer, Light Horseman, or Mounted Bowman mercenary types listed in the Expert Rules. With just leather armor and swords, they are just like Light Foot who happen not to have shields. Bandits pretending to be mercenaries might allow themselves to be hired, with the intention of turning on their employer as soon as it becomes convenient. Bandits pursuing this kind of ruse don’t need to pretend to be unarmed or unarmored.
Bandits in Combat
Actual in-combat tactics for bandits are straightforward. Even Chaotic bandits had rather live than die, so they will avoid fights until they have been able to arrange a near-certain victory. That ordinarily means an overwhelming numerical advantage (at least three to one), and surprise, and a situation set up to maximize the benefits of Striking Unnoticed from Behind. Their aim is to strike a decisive blow before the enemy knows what’s happening, either killing their targets or weakening them to the point that additional fighting would be pointless.
If they are attacking an obvious adventuring party, the bandits’ target priorities are: first, unarmored characters (assumed to be Magic-Users), then heavily armored characters without edged weapons (assumed to be Clerics), then characters with missile weapons, and finally those in heavy armor with edged weapons. In the ideal case, though, they manage to attack everyone by surprise from behind, scoring some kills along the way.
Striking unnoticed from behind, the bandits hit AC 3 on a 12 or better, which is 45% of the time. If three strike one target, the chance at least one hits is around 84%. The chance at least two hit is pretty good as well, at about 42%. Using normal swords (1d8 damage) unnoticed from behind, three bandits will deal just over 12.15 points of damage on average. With two-handed swords, they will deal 14.85, on average. And that’s against AC 3.
Some DMs may choose not to allow multiple Thieves to strike the same target unnoticed from behind in the same round. But even a single bandit with a sword can be extremely dangerous, especially to magic-users and other thieves.
Fairness to players will often require good hints that bandit ambush is coming, so they can be prepared. Remember that the bandits want a decisive advantage, and they likely think of that as a 3:1 numerical advantage. Make sure the party can survive the surprise round before springing an unavoidable ambush on them.
When the bandits aren’t on the offensive, their tactics are much simpler: Run. The bandits know that any hit can kill them, and anyone attacking the bandits can probably hit them. The bandits won’t wait to fail a morale check. But if they haven’t failed a moral check, they’ll run for reinforcements or the protection of someone or something more powerful than they are.