Giacomo Naldi and his two light horses Rafaele and Sabrina are making their way along his weekly route from his hometown of Gelen to the larger market town of Altimere. The merchant makes a meager living selling his myriad of general goods to the Altimere and the surrounding countryside spending several days at the market then returning to his wife, Rita.
Today is an unfortunate day for Giacomo. While crossing the stone bridge across the Rushing River, he is set upon by bandits. Before his wagon stands the feared Half-orc Barlek brandishing a wicked looking Greataxe while behind him are three of his bandit associates with bows drawn (Tumelo, Manuel, and Cyril). Two more bandits (Casimiro and Rostislav) close in on Giacomo’s wagon from the sides, having climbed the support pillars of the bridge with shortswords drawn.
Giacomo knew that he should have hired merchant guards months ago, but bandits have only recently become a problem in the area, and it would cut into his already meager earnings.
Barlek has learned to live off the travelers of the roads to Altimere, staying just far enough from the city to keep out of the sheriff’s reach. He only wants what Giacomo has in his pockets and on the wagon as he knows killing the middle aged merchant will only bring down more wrath from the local constables. Barlek is firmly in command of his fellow bandits and will not hesitate to kill any of them if they step out of line, or if there’s a pile of gold waiting at the end. He’s greedy, but he’s not stupid.
The bandits (Tumelo, Manuel, Cyril, Casimiro, and Rostislav) are loyal to Barlek due to fear. He gets them gold and food and keeps them alive, only so long as they are useful, they strive to be useful.
Giacomo’s wagon contains: Flour 300lbs (600cp), Beans 100lbs (200cp), 4 pigs (12gp), Honey 25lbs (25gp), Sugar 100lbs (500cp), Salt 25lbs (125gp). The Wagon itself is 25gp while each light horse is worth 75gp. This is Giacomo’s livelihood and has most of his life’s work wrapped up in the goods here totaling 350gp, to lose any of it would set him back severely.
If attacked, Barlek attempts to demoralize his nearest opponent, then wades into fight using cleave when possible. If things look bad or more than three of his bandits are killed or flee, he’ll sound the retreat and attempt to escape into the woods. If cornered he’ll attempt to use his Bull’s strength and Enlarger person potions along with his cure moderate potion if badly injured.
When attacked the bandits will fight to 5 hp before fleeing off into the woods, or diving into the river to escape.
Giacomo has no fighting ability and ducks down into his wagon during any confrontation.
Bandits (Tumelo, Manuel, Cyril, Casimiro, Rostislav) CR 1/2
Male human warrior 2
CN Medium humanoid (human)
Senses Perception -1
AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 shield)
hp 11 (2d10)
Fort +3, Ref +2, Will -1
Speed 30 ft.
Melee sap +3 (1d6+1 nonlethal) or shortsword +3 (1d6+1/19-20)
Ranged composite longbow +4 (1d8/×3)
Str 13, Dex 14, Con 11, Int 10, Wis 8, Cha 9
Base Atk +2; CMB +3; CMD 16
Feats Dodge, Point-blank Shot
Skills Climb +4, Handle Animal +3, Intimidate +3, Ride +5,
Other Gear studded leather, buckler, arrows (20), composite longbow, sap, shortsword, 10 gp
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Boon Bandits can allow the PCs to pass without robbing them and can alert them to ambush sites within a day’s travel,
granting a +2 circumstance bonus on Perception checks to notice ambushes. They might also be able to get the PCs an
audience with a powerful local bandit lord.
Traitorous Brigand (Barlek) CR 2
Male half-orc fighter 3
NE Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception -1
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 30 (3d10+9)
Fort +5, Ref +2, Will +2 (+1 vs. fear)
Defensive Abilities orc ferocity
Speed 30 ft.
Melee mwk greataxe +7 (1d12+4/×3) or sap +6 (1d6+3 nonlethal)
Ranged javelin +4 (1d6+3)
During Combat The fighter opens with an Intimidate check to demoralize the nearest enemy, then wades in with his axe
using Cleave when possible.
Str 17, Dex 12, Con 14, Int 10, Wis 8, Cha 13
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Improved Initiative, Iron Will, Power Attack
Skills Climb +5, Intimidate +9, Survival +3, Swim +5; Racial
Modifiers +2 Intimidate
Languages Common, Orc
SQ armor training 1, orc blood
Combat Gear potion of bull’s strength, potion of cure moderate wounds, potion of enlarge person (CL 3rd)
Other Gear mwk breastplate, javelin (4), mwk greataxe, sap, sack, gold necklace (worth 100 gp), 124 gp
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Potion of enlarge person
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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