Outlaw Patrol
The patrol is made up of hired or allied outlaws, not trained soldiers. Their whispered stories about the charm in the command room have grown more extravagant with every watch. Some believe it can open sealed doors; others think it brings its bearer luck. None of them has dared test the claims.
Outlaw Patrol
Combat
AC 12 · HP 11 · CR 1/8 per outlawOutlaw Patrol
Actions
- Role
- Patroller and low-threat skirmisher
- Built for
- Designed as a pair of CR 1/8 creatures for a low-level party; use caution against a party of level 1 characters because two enemies can be dangerous.
Gear
- Leather armor (Armor, 12 AC)Worn leather armor patched with mismatched scraps.
- Scimitar (Weapon, 1d6 + 1 slashing)A nicked, serviceable curved blade.
- Light crossbow (Weapon, 1d8 + 1 piercing)A plain crossbow with a short string and a few bolts.
- Patrol token and coins (Gear, 1d6 cp and 1d4 sp)A small pouch with a few coins and a strip of faded red cloth.
Notes for the game master
Tactics
Opening
The pair listen from behind a doorway or broken stair. If intruders approach, one calls out a false warning while the other takes a shot from cover.
Mid-fight
One outlaw keeps distance and fires the crossbow while the other uses the scimitar to hold a narrow passage. They retreat toward cover if caught in the open.
End of the fight
If one patrol member falls, the survivor tries to disengage around a corner and warn the rest of the tower. If escape is blocked, they surrender when reduced to 3 hit points or fewer.
Retreat
They are wary rather than fanatical. They flee or bargain if their partner falls, and they will trade information about the command room for their lives.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A lean human in patched leather armor, with a soot-dark scarf over the lower face and a crossbow held close to the chest. Each carries a strip of faded red cloth tied around one wrist as a sign of the patrol.
Behavior
A pair patrols the passages at a cautious walk, pausing to listen at doors and whisper about the charm in the command room. They prefer ambushes and warning shouts over a fair fight.
How it lives
These outlaws are ordinary people who have turned to guarding the tower for shelter, loot, or protection from the law. They need food and rest, and they have little interest in dying for their employer.
Lair
Sootwatch Tower, especially its narrow passages, broken landings, and doorways with a view of the routes to the command room.
- Habitat
- Dungeon
Signs that it is near
Tags
Lore
The patrol is made up of hired or allied outlaws, not trained soldiers. Their whispered stories about the charm in the command room have grown more extravagant with every watch. Some believe it can open sealed doors; others think it brings its bearer luck. None of them has dared test the claims.
What drives it
Stay alive, keep their post, and learn whether the charm is worth risking a confrontation with the tower's other occupants.
After the fight
A defeated patrol member may drop a soot-stained message or surrender rather than die. Their whispered talk points toward the command room, where the charm remains a prize, a threat, or both.
“Their whispered stories about the charm in the command room have grown more extravagant with every watch.”
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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