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Bandit Camp

General Description

The PCs are sent to the Bandit camp to try to prevent a Raid during the Midsummer festivities. In the camp there are the following:  
  • 5 bandits
  • 1 Goblin messenger
  • 1 Half Orc bandit leader
  3 of the 5 bandits are on lookout positions around the edge of the camp, the other 2 are lounging by one of the camp fires. The 3 lookouts do run patrols occasionally but not very enthusiastically.   If the party observe for >10 minutes one of the ones by the fire will go down towards the creek to take a leak. He would then be out of sight of the others.   If the goblin can escape he will yell out that they will all pay soon when the great goblin comes.  
XP & Loot
XP per pc for encounter 413   In the camp they find:
  • 300GP
  • 2 healing potions (cure light wounds 1d8+1)
  • The goblin has a missive with instructions from his leader. "Vi har hanterat dissidenterna och marsherar 2 dagar efter solståndet   Se till att ha rensat upp det mänskliga avfallet tills vi anländer. Se till att banditavskummet rensar sig själva "
     

Bandits

   

Half Orc Bandit Leader CR 3

Medium Humanoid (half-orc)


Hit Dice: 3HD (18 hp)
Initiative: 1d20+6
Senses: Darkvision 60ft, Listen: 1d20+6 , Spot: 1d20+5
Speed: 30 ft. (6 squares)

Armor Class: 16, touch 12, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: MwK Longsword 1d20+2 melee ( 1d8 (19-20) or Mwk Composite shortbow 1d20+4 ranged ( 1d6 )

Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +1d6
Saves: Fort 1d20+3 , Ref 1d20+7 , Will 1d20+0
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills: Climb 1d20+3 , Hide 1d20+4 , Listen 1d20+4 , Move Silently 1d20+6 , Spot 1d20+4
Feats: Evasion -- On successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Possessions: Mwk studded leather armor, Mwk Buckler, Mwk longsword, Mwk composite shortbow, 1000 GP in an ornate black and red snakeskin pouch

 
   

Human Bandit CR 1/2

Medium Humanoid (human)


Hit Dice: 1d8 (5 hp)
Initiative: 1d20+1
Senses: Listen: 1d20+1 , Spot: 1d20+1
Speed: 30 ft. (6 squares)

Armor Class: 14, touch 11, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: mkw shortsword 1d20+3 melee ( 1d6+1 (19-20), shortspear 1d20+2 melee ( 1d6+1 ), shortbow 1d20+2 ranged ( 1d6+1 )

Space/Reach: 5 ft./5 ft.
Special Attacks:
Saves: Fort 1d20+2 , Ref 1d20+1 , Will 1d20-1
Abilities: Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8
Skills: Climb 1d20+5 , Hide 1d20+3 , Jump 1d20+5 , Move Silently 1d20+3
Feats:

Possessions: Mwk leather armor, Mwk light wooden shield, Mwk shortsword, shortspear, Shortbow, 2d4 GP
 

Goblin Warrior | CR 1/3

Small Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Initiative: 1d20+1
Speed: 30 ft. (6 squares)


Armor Class: 15
(+1 size, +1 Dex, +2 leather armor, +1 light shield),
touch 12, flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Morningstar 1d20+2 melee 1d6
or javelin 1d20+3 ranged ( 1d4 )


Special Qualities: Darkvision 60 ft.
Saves: Fort 1d20+3 , Ref [rolld20+1], Will 1d20–1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide 1d20+5 , Listen 1d20+2 , Move Silently 1d20+5 , Ride 1d20+4 , Spot 1d20+2
Feats: Alertness


Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1
3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband
(10–24 with worg mounts), or tribe (40–400 plus 100%
noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2
lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 10–24
worgs, and 2–4 dire wolves)
 

Dog CR 1/3

Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: 1d20+3
Speed: 40 ft


Armor Class: 14 (+1 size, +1 Dex, +2 leather armor), touch 13, flat-footed 11
Base Attack/Grapple: 0/–3
Attack: Bite 1d20+2 melee 1d4+1


Special Qualities: Low light vision, Scent
Saves: Fort 1d20+4 , Ref [rolld20+5], Will 1d20+1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide 1d20+3 , Listen 1d20+5 , Move Silently 1d20+3 , Jump 1d20+7 , Spot 1d20+5 , Survival 1d20+5
Feats: Alertness, Track

   

Zombie Bandit CR 1/2

Medium Humanoid (human)


Hit Dice: 2d12 (8 hp)
Initiative: 1d20+1
Senses: Listen: 1d20+1 , Spot: 1d20+1
Speed: 30 ft. (6 squares)

Armor Class: 14, touch 11, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: mkw shortsword 1d20+3 melee ( 1d6+1 (19-20), shortspear 1d20+2 melee ( 1d6+1 ), shortbow 1d20+2 ranged ( 1d6+1 )

Space/Reach: 5 ft./5 ft.
Special Attacks:
Saves: Fort 1d20 , Ref 1d20 , Will 1d20
Abilities: Str 14, Dex 11, Con --, Int --, Wis 9, Cha 8
Skills: Climb 1d20+5 , Hide 1d20+3 , Jump 1d20+5 , Move Silently 1d20+3
Feats:
Special abilities: damage reduction 5/slashing

Possessions: Mwk leather armor, Mwk light wooden shield, Mwk shortsword, shortspear, Shortbow, 2d4 GP

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