Bandit Home
Area W1B — Harrow Wayfarer Camp
Tucked into a shallow basin behind the rocky ridge lies the main camp of the Harrow Wayfarers. Ringed by dense pine timber and steep, gravelly slopes, the encampment centers around a large canvas shelter, crude lean-tos, and a smoldering campfire pit. What was once a temporary hideout has become a fortified staging ground for road ambushes.
Scenario 1: Reconnaissance (Stealth Approach)
If the party sneaks along the ridge or uses high ground to scout the basin without triggering alarms:
What the Party Sees: Looking down into the basin, the PCs observe the daily routine of a desperate, tightly disciplined bandit crew. Two sentries patrol the perimeter, while others sharpen blades near the fire or sort through looted merchant crates. Tied to a heavy tree stump near the edge of camp is Marta, trader Oswin's captured driver, guarded by a watchful bandit.
- Perception Check (DC 18): Identifies the camp's command structure (noticing who gives orders) and spots a tripwire trap rigged along the main foot-path.
- Tactical Advantage: Scouting the camp grants the party a +2 circumstance bonus to Initiative if they launch a coordinated surprise attack, and allows them to target the sentries before alarm horns can be blown.
Scenario 2: Direct Assault (Fighting Through Defenses)
If the party fights their way up the path or triggers the road ambush alarms:
The Approach & Defenses: The PCs must push through the camp’s outer defense perimeter before reaching the main clearing. The bandits take full advantage of prepared positions:
- Barricades & Sharpened Stakes: Heavy timber logs grant standard cover (+2 circumstance bonus to AC) to entrenched defenders. Crossing over a barricade requires 5 feet of extra movement or a DC 16 Athletics check to leap cleanly.
- Spike Trap Line (Hazard): Concealed pits lined with sharpened stakes guard the primary entrance (DC 20 Perception to spot). Stealing through unawares deals 2d6 piercing damage (DC 18 Reflex save for half).
- Alerted Defenders: Sentries stand ready on high ground, firing down onto the path while frontline fighters hold the choke points to keep the PCs pinned in the entry funnel.
GM Composition & Roster Customization
Adjust the camp’s defender composition based on your party’s level, size, or preferred tactical style:
Default Loadout (Moderate 3 / 100 XP):
- 1× Vane (Harrow Leader / Fighter, Creature 4) — 40 XP
- 1× Harrow Sniper (Rogue, Creature 2) — 20 XP
- 2× Harrow Cutthroats / Runners (Creature 1–2) — 40 XP
Alternative Roster Options:
- Wilderness / Ambush Squad: Swap Vane for 1× Harrow Warden (Druid, Creature 3) + 1× Harrow Warhound (Creature 2) + 2× Harrow Snipers (Rogue, Creature 2).
- Zealot / Fortified Squad: Swap the Rogue snipers for 1× Harrow Warpriest (Cleric, Creature 3) + 1× Harrow Seer (Sorcerer, Creature 3) for heavy divine/occult spellcasting support.
- XP Scaling Note: Add or remove 1× Harrow Cutthroat (Creature 2) to swing the encounter budget by ±20 XP.
Camp Treasure Cache (Moderate Level 3 Reward)
Stashed inside a locked iron-banded chest beneath Vane's cot (DC 20 Thievery to pick, or key found on Vane):
- Currency: 45 gp, 68 sp, and 120 cp in mixed Ustalavic coins and trade scrip.
- Consumables:
- 2× Potions of Healing (Lesser)
- 1× Alchemist's Fire (Lesser)
- 1× Scroll of Fear [Rank 1]
- Valuables & Gear: Silvered pocket watch (worth 15 gp), waterlogged map detailing Area W5 (Ossuary Entrance), and 20 silver-tipped arrows.
Stealth & Hostage Rescue — Harrow Wayfarer Camp
The Harrow camp does not need to become a full battle the moment the party reaches the ridge. Characters who approach carefully can observe the sentries, identify Marta's position, and attempt to remove her before the camp realizes anyone is there.
Approaching the Camp
Characters attempting to remain unseen should use Avoid Notice during exploration. Compare each participating character’s Stealth check against the sentries’ Perception DCs.
The dense trees and rocky ridge provide enough cover for a cautious approach, but the open ground inside the basin does not. Once a character leaves the ridge, crosses the main trail, or enters the central clearing, they must move from one piece of cover to another or risk being observed.
A character using the Scout exploration activity instead of Avoid Notice grants the party a +1 circumstance bonus to initiative if an encounter begins. A character normally cannot Scout and Avoid Notice at the same time unless an ability specifically allows it.
Recommended Stealth Route
| Step | Location or Action | Details |
|---|---|---|
| 1 | Observe from Eastern Ridge | A successful DC 18 Perception check identifies the sentry route, Marta’s guard, the tripwire on the main path, and a short interval during which the western side of the camp is poorly watched. |
| 2 | Descend Behind Western Barricade | The rocks and timber provide cover from the sentries. The party can remain together or allow one or two quieter characters to continue while the others wait on the ridge. |
| 3 | Cross Behind Lean-To | The lean-to blocks sight from the fire pit and Vane’s tent. Characters moving through this area must avoid loose cookware, stacked weapons, and dry branches. |
| 4 | Deal with Marta’s Guard | The party can distract the guard, quietly incapacitate them, lure them away, or wait until the guard moves to speak with a sentry. |
| 5 | Free Marta | Marta is tied to a heavy stump with rope around her wrists and waist. She is frightened but alert enough to follow quiet instructions. |
| 6 | Withdraw by Same Route | Marta is not trained in Stealth. Unless helped, her movement through the camp is the most likely point at which the rescue will be discovered. |
Freeing Marta
| Method | Check or Requirement | Result & Risk |
|---|---|---|
| Cut the Ropes | Suitable blade & 1 Interact action | Marta is freed quickly. Cutting the ropes hastily may cause her to fall or cry out. |
| Untie the Knots | DC 16 Thievery check | Quiet, but slower than cutting the ropes. |
| Break Restraints | DC 18 Athletics check | Marta is freed, but the snapping rope or shifting post may attract attention. |
| Steal Guard’s Key | Thievery check vs Guard's Perception DC | Useful if Marta is secured with a lock. The character must get close enough to take the key without being noticed. |
Once freed, Marta can Follow the Expert if a trained character guides her out. She knows the camp well enough to avoid obvious obstacles, but she is exhausted and cannot move quickly.
Ways to Remove the Guard
| Method | Resolution | Possible Outcome |
|---|---|---|
| Create Diversion | Deception check vs Guard's Perception DC | The guard looks away or investigates a sound long enough for another character to approach Marta. |
| Lure Guard Away | Disturbance near barricade | The guard investigates alone unless the camp is already suspicious. |
| Silent Takedown | Encounter Mode (Stealth for Initiative) | If the guard is defeated before shouting or sounding an alarm, the rest of the camp may remain unaware. |
| Impersonation | Deception check vs Guard's Perception DC | The guard leaves their post if convinced that Captain Vane ordered them elsewhere. |
Alarm Triggers & Camp Alert States
| Trigger Condition | Likely Camp Response |
|---|---|
| Sentry Sees Intruder | Sentry shouts or attempts to sound the alarm horn. |
| Tripwire Triggered | Hanging metal scraps rattle loudly, alerting nearby defenders. |
| Spike Trap Triggered | Noise or cry of pain alerts the entrance guards. |
| Marta Struggles / Loud Noise | Nearest sentry notices the noise or escape attempt. |
| Missing Guard Discovered | Guard immediately raises the alarm and camp enters search mode. |
| Loud Attack or Spell Cast | Camp enters full encounter mode immediately. |
| Structures / Props Knocked Over | Nearby bandit becomes Suspicious and investigates. |
| Missed Sentry Patrol Check-in | Bandits begin searching the perimeter in pairs. |
| Alert State | Bandit Behavior | Progression Trigger |
|---|---|---|
| Unaware | Bandits follow normal daily routines. | Minor noise or uncertain movement causes Suspicious. |
| Suspicious | One sentry uses Seek or investigates disturbance. | Second disturbance or clear evidence causes Concerned. |
| Concerned | Patrols stop, nearby allies awaken, exits watched. | Identified intruder or triggered alarm causes Alarmed. |
| Alarmed | Horn sounds, defenders take cover, enter Encounter Mode. | Remains alerted until threat is defeated or escapes. |
Possible Outcomes
- Clean Rescue: Marta is removed without raising the alarm. The party may withdraw, sabotage the camp, steal the treasure, or return later.
- Rescue Discovered During Withdrawal: Alarm sounds after Marta is freed. Begin encounter with party near western exit and Marta mobile.
- Guard Silenced (Camp Suspicious): Missing guard is noticed. Bandits search in pairs while Vane secures treasure and orders exits watched.
- Failed Infiltration: Alarm sounds before reaching Marta. Bandits occupy barricades while Marta's guard moves her toward Vane's tent.
- Negotiated Release: Vane offers Marta in exchange for safe passage, coin, or a promise to leave the Harrow Wayfarers alone.
Initiative and Detection
Pathfinder 2e does not use a universal surprise round. When violence or a time-sensitive confrontation begins, roll initiative normally. Characters who were Avoiding Notice generally roll Stealth for initiative, while the bandits roll Perception.
Compare each infiltrator’s Stealth initiative result against the relevant enemies’ Perception DCs. A bandit who has not detected a character begins the encounter with that character undetected or unnoticed.
Accomplishment XP — Marta’s Rescue
Award accomplishment XP in addition to any XP earned from defeated or otherwise overcome enemies. The award goes to every member of the party, not only the characters who personally entered the camp.
| Accomplishment | Story Award | Requirements |
|---|---|---|
| Silent Rescue | 30 XP (Moderate Accomplishment) |
The party frees Marta and gets her safely beyond the camp perimeter without the alarm horn being sounded and without the camp reaching the Alarmed state. |
| Silent Rescue & Theft | 80 XP (Major Accomplishment) |
The party rescues Marta, removes Vane’s locked treasure chest or its significant contents, and escapes without raising the alarm. |
Reward Adjudication Guidelines
- Non-Cumulative: These awards are alternatives. A party that rescues Marta and steals the treasure receives the 80 XP major accomplishment, not 110 XP.
- Suspicion Tolerance: A brief moment of suspicion does not ruin the reward. The party can still earn it if a sentry investigates a noise, provided the bandits never positively identify the intruders, sound the horn, or organize a camp-wide response.
- Treasure Threshold: Taking a few loose coins or unattended supplies is not enough for the major award. The characters must recover Vane’s principal cache, including the locked chest, the waterlogged map of Area W5, or most of the cache’s valuable contents.
- Bypassing Combat: If the party bypasses combat through careful planning, deception, and stealth, do not withhold the encounter’s normal XP merely because the bandits survived. Cleverly overcoming the camp earns the appropriate encounter XP in addition to the accomplishment award.
Hero Point Award
A moderate or major accomplishment is an appropriate moment to award a Hero Point to a character whose planning, risk-taking, or quick thinking made the stealth rescue possible.