Bandits Quest

Dag Durnick quest for levels 5-11 (configurable), requires 2+ Dag reputation (default minrep). New bandit group using animal control pets (wolves) to assist raids. Search bandit headquarters costs 3 forest turns. 75% chance wolf encounter first, then search for lone bandits. Multiple bandit types with varying difficulty: Swordsman (easy), Archer (medium), Scout (medium), Captain (hard). Kill bandits, collect their rings as proof. Return to Dag for rewards: 5000g default (rewardgold), 2 gems default (rewardgems), 1.1x experience multiplier (default experience 1.01-1.3 range), +3 Dag reputation. Auto-fail if level > maxlevel (11 default), auto-fail if refuse quest. Dragonkill resets quest status. Team composition: 2 swordsmen, 1 archer, 1 scout, 1 captain (Dag's intel). Requires dagquests module for reputation system. Where Dag leans in and tells you about bandits with animal control causing trouble and you naively wonder how you'll survive in their own base but the reward sounds good so you accept then discover the headquarters is absolutely packed with way more bandits than expected including their pet wolves everywhere forcing you to desperately search for lone stragglers while praying you don't get discovered by the massive coordinated bandit army.

Quest Availability

Level Range:

  • Minimum: 5 (default minlevel setting)
  • Maximum: 11 (default maxlevel setting)
  • Must be within range when Dag offers quest
  • Outleveling = auto-fail

Reputation Requirement:

  • Minimum: 2 Dag Durnick reputation (default minrep)
  • Checks dkrep from dagquests module
  • Must have proven yourself capable
  • Higher-tier quest than Manticore

Trigger:

  • Visit inn, talk to Dag Durnick
  • dagquests hook checks eligibility
  • status pref must be 0 (not started/completed)
  • If eligible, Dag offers quest

Requirements Summary:

  • dagquests module active
  • Level 5-11 (default)
  • 2+ Dag reputation
  • Haven't done quest before (status = 0)

Quest Offer

Dag's Pitch:

  • "Aye, ye've shown yerself t'be capable, I'll be givin' ye a shot at a problem that cropped up right recent."
  • "There be a new group o' bandits that be workin' the area."
  • "Normally that tain't nothing t' shout about"
  • "but they been using some kind o' control over th' animals"
  • "be usin' them as pets, help them in their raids."
  • "If ye can be takin' out one of th' teams at their headquarters"
  • "I'd be givin' ye a good bounty off'n their rings."
  • "Do ye want t' be givin' it a shot?"

Your Thoughts:

  • "You wonder how you're going to survive in their own base, but the reward sounds good."
  • (Narrator foreshadowing: The base is WAY more dangerous than Dag implies)

Team Intelligence:

  • Dag provides intel: "each team has two swordsmen, an archer, a scout and a captain"
  • Points out location on map
  • Wishes you luck

Choices:

  • Take the Job: status = 1 (active), "Search for Bandits (3 turns)" nav appears
  • Refuse: "Dag turns away, losing interest in your cowardice." status = 4 (failed)

Searching for Bandits

Navigation:

  • Appears in main village gate nav section
  • "Search for Bandits (3 turns)"
  • Only visible when status = 1
  • Costs 3 forest fight turns (expensive!)

Turn Requirement Check:

  • If turns < 3: "You get a short way outside of town but realize you feel far too tired to hike to the bandits headquarters today. Maybe tomorrow you'll be up to it."
  • Turn cost deducted before encounters
  • No refund if you die

Journey Scene:

  • "Once outside the town limits, you hike out to the place Dag indicated"
  • "and halt at the edge of the area."
  • "The trees have been cut in strange patterns"
  • "and it is obvious from their nature that to go further is dangerous."
  • "Hefting your [weapon], you carefully make your way down the trail"
  • "looking out for any possibility of an ambush."

Initial Encounter (75% Wolf, 25% Direct)

Wolf Ambush (75% chance, e_rand(0,3) = 1,2,3):

  • "With a rush from the side, a maddened wolf rushes towards you!"
  • "You will have to fight one of the bandit's pets!"
  • Must fight wolf before searching for bandits

Skip Wolf (25% chance, e_rand(0,3) = 0):

  • "Though you see plenty of evidence of attacks by the bloody shreds which are scattered through these woods"
  • "you manage to avoid any ambush."
  • "In the heart of these woods, you start to hear parties of bandits moving freely"
  • "chatting amongst themselves about their exploits."
  • "There are far more of them than you expected!"
  • "You realise you are in over your head, and try to find one alone to fight."
  • Skip directly to bandit search

Pet Wolf Fight

Maddened Wolf Stats:

  • Level: Your level
  • Weapon: "Maddened Jaws"
  • Attack: Equal to your attack
  • Defense: Equal to your defense
  • HP: Equal to your max HP
  • Type: "quest" creature
  • Even match (fair fight)

Victory:

  • "The wolf collapses, beaten and unconscious."
  • "You carefully navigate past it, searching for a bandit to take on."
  • Proceed to bandit search
  • No rewards from wolf (just progress)

Defeat (Death):

  • "You fall to the ground, torn and beaten by the wolf."
  • "The last thing you see is it howling to call the pack."
  • YOU HAVE DIED!
  • -10% experience
  • -all gold
  • Go to Shades
  • Quest remains active (can retry)

Searching for a Bandit

Random Encounter (e_rand(1,5)):

Roll Probability Outcome
1 20% Another Wolf Fight
2 20% Bandit Archer
3 20% Bandit Swordsman
4 20% Bandit Scout
5 20% Bandit Captain

Bandit Types & Stats

Bandit Swordsman (Easiest):

  • Level: Your level - 1
  • Weapon: "Rusty Blade"
  • Attack: Your attack
  • Defense: 90% of your defense (0.9x)
  • HP: 95% of your max HP (0.95x)
  • Type: "quest"
  • Encounter: "You hear a distinctive flurry of twanging sounds from behind you. An archer is firing arrows at you!"

Bandit Archer (Medium):

  • Level: Your level
  • Weapon: "Bow and Arrow"
  • Attack: 105% of your attack (1.05x)
  • Defense: Your defense
  • HP: Your max HP
  • Type: "quest"
  • Encounter: "You hear a distinctive flurry of twanging sounds from behind you. An archer is firing arrows at you!"

Bandit Scout (Medium):

  • Level: Your level
  • Weapon: "Short Sword"
  • Attack: Your attack
  • Defense: 105% of your defense (1.05x)
  • HP: Your max HP
  • Type: "quest"
  • Encounter: "You suddenly feel a searing pain in your back, and see a bandit scout behind you, readying his short sword for another swing!"

Bandit Captain (Hardest):

  • Level: Your level + 1
  • Weapon: "Fine Steel Blade"
  • Attack: 110% of your attack (1.1x)
  • Defense: 110% of your defense (1.1x)
  • HP: 110% of your max HP (1.1x)
  • Type: "quest"
  • Encounter: "You freeze in place as you realize the Captain of the group is staring straight at you! You will have to fight!"

Bandit Combat Resolution

Victory (Any Bandit Type):

  • "The bandit falls to the ground, and you search his pouch for a ring."
  • "You find one, and take it as proof of the kill."
  • status = 5 (collected ring, ready to return)
  • "Search for Bandits" nav disappears
  • Return to village, talk to Dag

Defeat (Death):

  • "You fall to the ground, and the bandit calls for backup."
  • "You are quickly surrounded and killed."
  • YOU HAVE DIED!
  • -10% experience
  • -all gold
  • Go to Shades
  • Quest remains active (can retry after resurrection)

Returning to Dag

Automatic Reward (dagquests Hook):

  • When status = 5, next visit to Dag triggers reward
  • "You hand Dag the assorted rings, and he grins before producing [rewards]!"

Rewards:

Reward Default Amount Admin Setting
Gold 5,000 rewardgold (int)
Gems 2 rewardgems (int)
Experience 10% of total experience (1.01-1.3, default 1.1)
Reputation +3 Dag rep Fixed

Reward Messages:

  • Both gold and gems: "You hand Dag the assorted rings, and he grins before producing 5,000 gold and 2 gems!"
  • Only gems: "You hand Dag the assorted rings, and he grins before producing 2 gems!"
  • Only gold: "You hand Dag the assorted rings, and he grins before producing 5,000 gold!"
  • Neither: "You hand Dag the assorted rings, and he grimaces before shrugging, and saying that they're not giving out rewards for those anymore." (admin set to 0)

Completion:

  • status = 2 (completed)
  • +3 Dag Durnick reputation (dagquests_alterrep(3))
  • News: "[Your Name] has been heard boasting about defeating a huge group of bandits!"
  • Quest complete permanently for this character (until dragonkill)

Auto-Fail Mechanic

Outleveling Quest:

  • Checks at newday hook
  • If status = 1 AND level > maxlevel (11 default):
  • status = 4 (failed)
  • "You hear that Dag can't pay enough for adventurers of your stature, and you abandon the bounty."
  • Quest fails permanently

Level Math:

  • maxlevel default: 11
  • If you reach level 12, quest auto-fails at newday
  • No grace period (unlike Manticore quest)
  • Do quest early in level range

Quest Reset

Dragonkill Hook:

  • When you kill dragon: status = 0, queststatus = 0 (full reset)
  • Can do quest again next playthrough
  • Resets regardless of previous completion/failure

Admin Settings

Configurable Values:

  • rewardgold: Gold reward (int, default: 5000)
  • rewardgems: Gem reward (int, default: 2)
  • experience: Quest exp multiplier (float 1.01-1.3, default: 1.1)
  • minlevel: Minimum quest level (range 1-15, default: 5)
  • maxlevel: Maximum quest level (range 1-15, default: 11)
  • minrep: Minimum Dag reputation (int, default: 2)

User Preferences:

  • status: Quest progress (int, default: 0)
    • 0 = Not started / Reset after dragonkill
    • 1 = Active (searching for bandits)
    • 2 = Completed successfully
    • 4 = Failed / Refused / Outleveled
    • 5 = Collected ring, ready to return to Dag

Strategy Guide

When to Accept:

  • Level 5-8 recommended (bandits will be manageable)
  • Have 2+ Dag reputation (complete Manticore first if needed)
  • Can afford 3 turns minimum (possibly more if deaths)
  • Want high-value rewards (5000g + 2 gems)

Turn Management:

  • Each search costs 3 turns (expensive)
  • 75% chance wolf fight before bandit search
  • 20% chance another wolf during bandit search
  • Multiple wolf fights drain HP
  • Budget 3-6 turns for quest completion

Bandit Difficulty:

  • Swordsman: Easy (20% chance)
  • Archer/Scout: Medium (40% combined)
  • Captain: Hard (20% chance, level+1, 110% stats)
  • 20% chance to fight another wolf instead
  • Average difficulty: Moderate

Risk Assessment:

  • Death penalty: -10% exp, -all gold
  • Quest remains active after death (can retry)
  • Wolf fights can wear you down before bandit encounter
  • Captain encounter is most dangerous

Reward Value:

  • 5,000 gold + 2 gems = ~7,000g equivalent
  • 10% exp bonus = significant at level 5-11
  • +3 Dag rep = unlock future quests
  • Best gold reward of any Dag quest

Common Mistakes

Outleveling Quest:

  • Fails at level 12 with no warning
  • Do quest early (level 5-8)
  • Don't delay if close to level 12

Insufficient Turns:

  • Quest costs minimum 3 turns
  • Deaths require full restart (another 3 turns)
  • Save turns before starting

Underestimating Multiple Wolves:

  • 75% initial wolf + 20% search wolf = high wolf rate
  • Each wolf depletes HP
  • Might be low HP when facing bandit
  • Prepare for consecutive fights

Bandits Quest: where Dag Durnick leans in and tells you he's impressed you're capable enough for a recent problem involving a new bandit group using some kind of control over animals as pets to help with their raids which sounds ominous and he wants you to take out one of the teams at their headquarters collecting their rings as proof for a good bounty and you wonder nervously how you'll survive infiltrating their own base but the reward sounds good so you accept. Dag provides intel that each team has two swordsmen an archer a scout and a captain then points out their location on a map and wishes you luck which is concerning because why would you need luck if it's just one team. You hike out to the indicated area costing three precious forest turns and notice the trees have been cut in strange patterns that are obviously dangerous territorial warnings and as you carefully make your way down the trail hefting your weapon there's a seventy-five percent chance a maddened wolf with stats exactly equal to yours rushes from the side forcing you to fight one of the bandits' pets before you can even start searching for actual bandits, or twenty-five percent chance you manage to avoid the wolf ambush entirely seeing plenty of bloody shreds scattered through the woods until you reach the heart where you hear parties of bandits moving freely chatting about their exploits and you realize with dawning horror there are FAR MORE of them than expected and you're completely in over your head so you desperately try to find one alone to fight. After defeating the wolf or skipping it you search for a lone bandit and there's a twenty percent chance another wolf attacks you because apparently this forest is just infested with trained attack wolves, or twenty percent chance each for encountering a Swordsman (level minus one, slightly weaker), Archer (your level, one-point-oh-five attack), Scout (your level, one-point-oh-five defense), or Captain (level plus one, one-point-one everything, the boss enemy). If you win against any bandit you find a ring in their pouch as proof and status goes to 5 ready to return to Dag, but if you lose any fight you die losing ten percent experience and all gold going to the Shades though the quest stays active for retry after resurrection. When you return to Dag with status 5 he automatically gives you five thousand gold and two gems plus ten percent experience multiplier and plus three reputation with a news announcement that you've been boasting about defeating a huge group of bandits even though you literally only killed one bandit and maybe some wolves but everyone believes you're a hero anyway. The quest auto-fails if you level past eleven without completing it with a message that Dag can't pay enough for adventurers of your stature so you abandon the bounty, and dragonkill resets everything letting you do it again next playthrough, and the whole quest requires at least two Dag reputation to even be offered making it a higher-tier quest than the Manticore that assumes you've already proven yourself capable of not dying immediately.