Act 2 · Area W1 · Grid E18–F18

The Broken Road Ambush

The dirt track winds narrow through dense pine forest as you climb the northern ridge, leaving Thornwick behind. Rounding a sharp bend, the smell of woodsmoke and roasted meat drifts across the trail. Beside a smoldering campfire lies an overturned farm wagon—salvaged from the outskirts of Thornwick—its wheels broken and spokes splintered. Fallen timber and felled logs line the western embankment, creating a natural choke point across the road.

A sudden whistle cuts through the trees as armed figures step out from behind the log barricades, heavy crossbows leveled at your chest.

"Hold up, travelers. The ridge is closed. Leave your coin, your steel, and your boots, and you might live to walk back to that haunted pit down in the valley."

Encounter Setup (Low 3)

This choke point is held by the Harrow Wayfarers—a crew of opportunistic deserters and local outcasts led by Captain Vane (the estranged brother of Elia Vane, the stablehand in Area T6). When the initial echo surges hit Thornwick three weeks ago, Vane and his crew fled the village rather than help fortify it. They now exploit the total isolation of the valley, preying on refugees fleeing Thornwick and travelers unaware of the breach.

Feature (Grid) Check Needed Tactical Detail & Hazard Effect
Concealed Tripwire
Col D–G, Row 17–18
Perception DC 18
(or Survival DC 16)
Log Snare Trap: Rigged using logging wedges stolen from Joran’s homestead (Area T7). Crossing without disarming (Thievery DC 17) triggers a swinging log (2d6+3 bludgeoning damage, DC 18 basic Reflex; critical failure knocks prone).
Log Barricades
Col E18–F18
Athletics DC 15
(to Vault)
Provides standard cover (+2 AC) against ranged attacks. Vaulting over costs 10 feet of movement.
Outbound Approach
(Directional Awareness)
Stealth DC 16
(Party Check)
Because the Wayfarers expect inbound victims coming off the main high road, PCs ascending outward from Thornwick gain a +2 circumstance bonus to Stealth checks to set up a counter-ambush.

The Wayfarers are predators, not martyrs. They rely on fear and fake warnings about the "plague in Thornwick" to force travelers to abandon their coin purses. The moment the party throws heavy combat spellcasting or displays organized discipline, their morale breaks. If Captain Vane is reduced below 10 HP, he calls a surrender or attempts to break for the woods toward Area W2.

If captured or parleyed with, a DC 17 Intimidation or Diplomacy check (or mentioning his sister Elia from Area T6) yields direct narrative tie-ins to the Act 1 climax and Act 2 setup:

  • The Disciple's Passage: Vane confirms Old Varla's tale (Area T4)—three weeks ago, he saw a tall, hooded disciple carrying a heavy bundle wrapped in oiled black cloth (the Threshold Seed) pass up this very trail toward the ridge before doubling back to the church.
  • The Screaming Ridge: He admits the brigands refuse to go higher up the mountain. Ever since the party shattered or cleansed the seed in the crypts (Area T3), deep subterranean hums have been rattling the standing stones at the top of the hill (Area W5).
  • Roderick's Wagon: He mentions that a traveling supply merchant (Roderick Vane, Area W4) has been pinned down higher up the trail, too terrified of both the bandits and the strange wolf den (Area W2) to proceed.