Common-Room Outlaws
The name Common-Room Outlaws is what other tower occupants call the squatters who have made this chamber their gathering place. They are not a formal gang so much as a loose crew of fugitives and opportunists who share food, watch shifts, and warnings about the basement passage.
Common-Room Outlaws
Combat
AC 12 · HP 11 · CR 1/8 , low individual threatCommon-Room Outlaws
Actions
- Role
- Low-threat skirmisher and dungeon social encounter
- Built for
- Designed as an individual CR 1/8 creature for low-level parties. Several outlaws together can be dangerous to a party of 1st-level characters.
Gear
- Leather armor (Armor, AC 11 + Dexterity modifier)Worn leather armor, patched several times.
- Shortsword (Weapon, 1d6 piercing damage)A practical blade kept in a sheath or belt loop.
- Light crossbow (Weapon, 1d8 piercing damage)A battered crossbow with a small supply of bolts.
- Personal odds and ends (Supplies, Usually worth less than 1 gp)A belt pouch with a few coppers, a whetstone, and scraps of stolen food.
Notes for the game master
Tactics
Opening
A lookout calls a warning from near the north opening. The outlaws shout for intruders to stop, then fire crossbows from behind the benches if ignored.
Mid-fight
They use overturned benches for cover, repositioning to keep the fire pit between themselves and intruders.
End of the fight
If cornered, one outlaw tries to break away while another covers the retreat with crossbow fire.
Retreat
They retreat when half their number are down or when their leader is captured. They prefer escape or surrender to dying for the room.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A wary, underfed human in patched leathers, with soot on their sleeves and a strip of red cloth tied around one wrist. Their weapons are mismatched, scavenged, and kept close at hand.
Behavior
Suspicious and practical. They keep one person near the north opening to listen for movement, and they avoid unnecessary risks while protecting their supplies.
How it lives
These outlaws are ordinary people living by theft, smuggling, or protection work. The tower is a temporary refuge, not a true home, and their food and ammunition are limited.
Lair
Sootwatch Tower's broad basement chamber, furnished with overturned benches around a low fire pit. A door-sized gap in the north wall opens onto a passage where voices carry from deeper in the basement.
- Habitat
- Dungeon, particularly occupied basements, abandoned watchtowers, and ruined fortifications.
Signs that it is near
Tags
Lore
The name Common-Room Outlaws is what other tower occupants call the squatters who have made this chamber their gathering place. They are not a formal gang so much as a loose crew of fugitives and opportunists who share food, watch shifts, and warnings about the basement passage.
What drives it
Stay alive, keep control of their refuge, and avoid attracting the attention of the larger forces deeper in the tower.
After the fight
Survivors may flee through the north passage, surrender if offered a way out, or bargain with information about the voices deeper in the basement. The room's fire pit remains a smoky hazard until doused.
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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