Act 2 · Area W1 · Grid E18–F18

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.

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.