Ravine Ambush
Area W1 — Bandit Ambush
The main path to the Ossuary narrows as it winds through a rocky cut between two heavily wooded ridges. Scattered boulders and fallen pine trunks choke the path as a cold mountain stream trickles through the mud. Smoke from a smothered campfire drifts near a ruined stone way-marker. A band of deserters—the Hollow Wayfarers—lie in wait along the elevated ledges, ready to spring a kill-zone trap on anyone passing through.
Awareness Matrix (2×2 Detection Outcomes)
Because the main road leads through Area W1 before reaching Area W4, the party must travel through this choke point. Compare the party's passive Perception / Stealth checks against the bandits' passive Perception / Stealth (DC 20) to determine how the encounter initiates:
| Detection Matrix | Bandits Undetected (PCs fail Perception vs DC 20) |
Bandits Detected (PCs succeed Perception vs DC 20) |
|---|---|---|
| Party Undetected (PCs succeed Stealth vs DC 19) |
Mutual Unawareness (Pass-Through): The party sneaks past the choke point completely unnoticed. They can continue down the road to Area W4 without initiating combat, leaving the ambush intact behind them. |
Party Surprise Advantage: The PCs spot the snipers on the ledges without being seen. The party gains a Surprise Round (or a +2 circumstance bonus to Initiative) and can choose to ambush the bandits, flank their camp, or quietly slip past. |
| Party Detected (PCs fail Stealth vs DC 19) |
Bandit Ambush (Surprise Round): The snipers spring their trap while the PCs are unaware. The bandits gain a Surprise Round, opening with Snipe against unarmored spellcasters while Cutthroats rush the road. |
Mutual Awareness (Standard Initiative): Both sides spot each other simultaneously as the party enters the ravine. Roll standard initiative with no surprise rounds or cover penalties on turn 1. |
Version A: Direct Encounter & Tactical Ambush
The Scene: If combat breaks out (via Bandit Ambush, Mutual Awareness, or Party Ambush), the bandits utilize the surrounding terrain to pin the party in the bottleneck.
Tactical Features & Environment:
- Elevated Ridges (10-foot Height): Bandit snipers occupy stone ledges 10 feet above the road, gaining standard cover (+2 circumstance bonus to AC and Reflex saves) against targets below.
- Hidden Caltrops (Hazard): Concealed beneath pine needles in two 5-foot squares across the bottleneck (DC 20 Perception to spot). Moving into these squares deals 1 piercing damage and requires a DC 18 Reflex save to avoid a -10-foot status penalty to Speeds.
- Cover & Difficult Terrain: Boulders and fallen logs along the road grant cover and cost 5 extra feet of movement to cross.
Encounter Budget & Tactics (Severe 3 / Moderate 4):
This encounter features 1× Vane (Bandit Leader, Creature 4), 2× Bandit Snipers (Creature 2), and 3× Bandit Cutthroats (Creature 2) for a total of 120 XP.
- Bottleneck Control: Cutthroats block the choke point, forcing frontline PCs into the caltrop field while Vane flanks with his bastard sword.
- Morale: If Vane is reduced below 15 Hit Points or slain, remaining cutthroats must succeed at a DC 18 Will save or flee into the forest.
Version B: Post-W4 Hostage Rescue / Backtrack Path
The Scene: If the party bypassed Area W1 initially (via Party Undetected / Bandits Undetected) and later accepted trader Oswin’s sidequest at Area W4, they return to find the remaining bandits have retreated to their camp. The driver, Marta, is bound to a tree stump near the rear of the clearing while Vane and his crew argue over their next move.
Dynamic Scenarios:
- 1. Stealth Extraction: A sneaky PC can circle the eastern ridge (DC 20 Stealth check) to untie Marta and slip away while the main camp is distracted, bypassing combat entirely.
- 2. Negotiated Exchange: The party can confront Vane directly. A successful DC 20 Intimidation or Diplomacy check convinces Vane to trade Marta's freedom in exchange for safe passage or a 20 gp bribe.
- 3. Tactical Flanking Attack: If the party uses information from trader Oswin, they gain a +2 circumstance bonus to Initiative and start on the high ground overlooking the camp, removing the bandits' cover benefits.
Sidequest Rewards & Information:
- Intel Unlocked: Marta or a captured Vane reveals that the standing stone pillars near Area W5 started "humming with pale gray light" whenever anyone approached the stairs.
- Camp Loot: 40 gp in mixed coins, 1× Lesser Alchemist's Fire, and a waterlogged map pointing toward Area W5.
- Trader Discount: Returning Marta safely to Area W4 unlocks Oswin's 20% trade discount and earns a +1 status bonus to Diplomacy checks in Thornwick.