Totally Not GG
Robin Hood Bandits – CLEARED (3 bandits survived)
Scout by land: The forest here is getting thicker – your visibility is limited, but after a few hours of searching you stumble onto a small hunting trail heading south. A DC 20 Survival check reveals tracks in the area left by a skilled woodsmen – perhaps this is normally the hunting ground for a ranger. A DC 20 Kn: Local check notes that there is a somewhat infamous group of bandits said to hide in the forests and attack travelers moving along the eastern roads.
Scout by Air: same as by land, but without the Survival or Local checks.
The bandits in this area are used to preying on travelers several miles to the south and currently have their guards down. The bandits have no special tactics or preparation for the fight, but a wolf animal companion may notice the PCs with scent if it makes a DC 15 Survival check (+10 bonus). If the wolf notices the PCs through the trees, it stands up and growls, which causes the leader of the group to startle up and scramble for his longbow, soon to be followed by the rest of his troupe (in this case, they begin actively making Perception checks to find the PCs)
The bandits and the wolf companion are set up around a campfire laughing and making merry. They seem relaxed and clearly enjoying what looks to be an expensive crate of Chellish wine while sorting through expensive looking jewelry. If the PCs want to, they can attempt to either approach the bandits peacefully, attack them openly, or ambush them.
If the PCs attempt to approach the bandits peacefully, their initial attitude is unfriendly, and they try to drive the PCs away from them without starting a fight if no appropriate Diplomacy checks are made. If the PCs can raise their starting attitude to indifferent or friendly, they will share their ill-gotten gains with them for a meal, and then the majority will pass out asleep.
Otherwise, they attempt to flee and regroup before counterattacking.
Forest Bandit Leader – Crispwell of Hemsley
Saves: Fort 9 Ref 10 Will 5
Attacks: (Favored Enemy Human 4) 10/5)
Mwk Longsword and Buckler 8 (1d8+4)
Abilities: STR 18, DEX 16, CON 14, INT 10, WIS 14, CHA 10
Skills: Stealth +15, Sense Motive +13
(5) Bandit Lackees (Big John, Little John, Tibt Fladdergabton, Aelio, Doc)
Ranger 3, Rogue 3
Saves: Fort 6 Ref 9 Will 3 Evasion
Attacks: Dual Wield Mwk Shortswords 8/4 (1d8+4)
Abilities: STR 18, Dex 16, CON 12, INT 12, WIS 12, CHA 12
Leader’s Wolf: Icypup
Saves: Fort 8, Refl 8, Will 4
Attacks: Bite 5+trip @ +10)
Abilities: STR 20, Dex 16, CON 14, INT 2, WIS 12, CHA 8
Chellish Wine crates worth 80 gp
Exotic furs – some of them truly unnatural colors – from Sevenarches worth 400 gp
Masterwork Composite Longbows x5 (two +4’s, two +3’s, and one small sized bow with a +2 STR rating)
Masterwork Chain Shirts x6
Masterwork Bucklers x6
Masterwork Short Swords, Daggers, Clubs, and Handaxes x10
+1 Ring of Protection
+1 Cloak of Resistance
+1 Adaptive Longbow
2 Human Bane Arrows
2 Dwarf Bane Arrows