Area W2
CombatArea W2 — Wild Den Encounter
A quiet clearing off the main path shows signs of recent predator activity—scratched tree bark, churned earth, and gnawed bone fragments scattered near a shallow hollow. Depending on your campaign's environment and preferred flavor, the den belongs to either a Wolf Pack or a pair of aggressive Wild Boars.
Approach & Detection Check
As the party approaches within 60 feet of the den, the primary scout attempts a DC 19 Perception check or DC 18 Survival check to spot the animals before wandering into their territory. Modify the DC based on the party's approach:
- Stealthy Approach (+2 Circumstance Bonus): The party moves quietly, uses cover, or actively Avoids Notice.
- Loud / Careless Approach (-2 Circumstance Penalty): The party is carrying active torches, talking loudly, clanking in heavy armor without sneaking, or freshly engaged in loud activity.
- Critical Success / Success:
- The PCs spot the animals resting or feeding before being noticed. The party can choose to give the den a wide berth (bypassing the encounter completely), set up a surprise attack (gaining a +2 circumstance bonus to Initiative), or attempt a DC 20 Nature check to pass by without provoking an attack.
- Failure / Critical Failure:
- The party stumbles directly into the beasts' defensive perimeter. The animals react aggressively to protect their territory, initiating encounter mode immediately.
Choosing the Creature Option
Option 1 — Wolf Pack (Moderate 3 / 80 XP):
Features 3× Wolves (Creature 1). Best if you want a fast, mobile threat that utilizes flanking, tripping, and pack tactics.
Option 2 — Boar Wallow (Moderate 3 / 80 XP):
Features 2× Boars (Creature 2). Best if you want tough, brute-force enemies with Ferocity that charge down the frontline PCs.
GM Pacing & Difficulty Guidance
Adjust the threat level based on your party's current status and XP needs before entering the Ossuary:
- To Make it Easier (Low Threat / 40–60 XP):
- Wolves: Reduce the pack to 2 Wolves, or treat 1 as fleeing immediately after taking any damage.
- Boars: Use 1 Boar accompanied by 2 non-combatant piglets that scatter when combat begins.
- Non-Lethal Resolution: Allow a single action DC 18 Intimidation (Coerce) or DC 19 Nature (Command an Animal) check to scare the beasts off once one takes damage.
- To Make it Harder (Severe Threat / 120 XP):
- Wolves: Add a Dire Wolf (Creature 3) leading 2 standard Wolves.
- Boars: Add a third Boar, or designate the den as a territorial breeding lair (increasing all Boars' Fortitude saves and attack rolls by +1).
WOLF CREATURE 1
[COMMON] [MEDIUM] [ANIMAL]
A sleek, predatory canine that relies on pack coordination to trip and overwhelm its prey.
Perception +7; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +6, Athletics +6, Stealth +6
Str +2, Dex +3, Con +2, Int -4, Wis +2, Cha -2
AC 15; Fort +7, Ref +8, Will +5
HP 24
Speed 35 feet
Melee ◆ Jaws +9, Damage 1d6+2 piercing plus Trip.
Pack Attack
The wolf's Strikes deal an additional 1d4 damage to any creature that is within reach of at least one of the wolf's allies.
BOAR CREATURE 2
[COMMON] [MEDIUM] [ANIMAL]
A foul-tempered, thick-skinned swine equipped with razor-sharp tusks and terrifying tenacity when cornered.
Perception +8; low-light vision, scent (imprecise) 30 feet
Skills Athletics +8, Survival +8
Str +4, Dex +1, Con +4, Int -4, Wis +2, Cha -2
AC 18; Fort +10, Ref +5, Will +8
HP 30
Ferocity ▯ (reaction)
Trigger: The boar is reduced to 0 HP.
Effect: The boar is not knocked unconscious, and its dying condition increases to dying 1. It can act normally until the end of its next turn, after which it falls unconscious (or dies if its dying value increases further).
Speed 40 feet
Melee ◆ Tusk +10, Damage 2d6+4 slashing.
Boar Charge ◆◆
The boar Strides twice and then makes a Tusk Strike. As long as the boar moved at least 20 feet, it gains a +2 circumstance bonus to the attack roll.