About Banditos!
BANDIT LIEUTENANT CREATURE 2
NE MEDIUM HUMAN HUMANOID
Perception +8
Skills Acrobatics +6, Athletics +5, Stealth +8, Intimidation +6
Str +1, Dex +4, Con +1, Int +1, Wis +1, Cha +1
Items lesser alchemist’s fire (3), leather armor, shortbow (20
arrows), shortsword
AC 20; Fort +5, Ref +10, Will +5
HP 22
Speed 30 feet
Melee [one-action] shortsword +8 (agile, finesse, versatile S), Damage
1d6+1 piercing
Ranged [one-action] lesser alchemist’s fire +8 (range increment 20
feet), Damage 1d8 fire plus 1 persistent fire damage and 1
fire splash damage
Ranged [one-action] shortbow +8 (deadly d10, range increment 60 feet,
reload 0), Damage 1d6 piercing
Single Out [one-action] The bandit designates one target it can see
at a time. Against that target its multiple attack penalty
becomes –3 (–2 with an agile weapon) and –6 (–4 with an
agile weapon) for 1 minute.
BANDIT SCOUTS (3) CREATURE 0
NE MEDIUM HUMAN HUMANOID
Perception +5
Skills Acrobatics +4, Athletics +5, Stealth +7, Intimidation +2
Str +2, Dex +3, Con +2, Int 0, Wis +1, Cha 0
Items lesser alchemist’s fire (3), shortbow (10 arrows),
shortsword, studded leather armor
HP 15 each
Speed 30 feet
Melee [one-action] shortsword +5 (agile, finesse, versatile S), Damage
1d6+2 piercing
Ranged [one-action] lesser alchemist’s fire +5 (range increment 20
feet), Damage 1d8 fire plus 1 persistent fire damage and 1
fire splash damage
Ranged [one-action] shortbow +5 (deadly d10, range increment 60 feet,
reload 0), Damage 1d6 piercing
Sneak Attack The bandit deals an extra 1d6 precision damage
to flat-footed creatures.
Bandits: For every 4 Challenge Points beyond 16, add
1 bandit scout to the encounter.
No matter which group of secondary antagonists the
PCs face, their plan is the same: cut the camp off from
the outside world by destroying the caravan before it
reaches the work camp. Their tactics are likewise the
same: use Stealth to hide as the caravan approaches and
then attempt to destroy it. Once the battle starts, the
goblins scatter and attempt to hide, but the secondary
antagonists aren’t specifically looking to kill the goblins
this time; they seek to destroy the wagons, as well as
anyone who stands in their way. If the PCs face either
the bandits or kobolds, the enemies throw their lesser
alchemist fires on the wagons, then attempt to injure the
PCs with ranged attacks. If the PCs face the wolves, the
animals rush the wagons, using their flaming jaw attacks
to light the wagons on fire.
The caravan has 4 wagons. Each has 40 Hit Points
and is 10 feet wide and 15 feet long. When a wagon is
dealt fire damage, it ignites and takes 1d6 fire damage
per round; this fire damage increases by 1d6 each round
(maximum 3d6). A PC who is adjacent to a wagon can
spend an Interact action and attempt a DC 16 Reflex
save to put out a fire using blankets, water, or some other
appropriate tool. (The fire is extinguished if its damage
per round is reduced to 0). The outcome of the Reflex
save depends on the results of the PC’s roll.
Critical Success: The fire’s damage is reduced by 2d6.
Success: The fire’s damage is reduced by 1d6.
Failure: The PC’s efforts have no effect on the fire.
Critical Failure: The PC takes 1d6 fire damage.
Spells like create water are also effective at extinguishing
the flames.
The secondary antagonists attempt to cause as much
destruction and chaos as possible, but do not fight to the
death. They attack bystanders, cause fires, and generally
attempt to dishearten the PCs as much as possible. When
a secondary antagonist is reduced to half of its maximum
Hit Points or fewer, it attempts to flee.