Area W1 - The Broken Road Ambush
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. |
Encounter Combatants & Act 1 Tie-Ins
- 1× Captain Vane (Creature 3) — Positioned behind the campfire at E18. Wears a reinforced leather tunic forged by Boran Flint (Area T5).
- 2× Wayfarer Brigands (Creature 1) — Positioned behind log cover at D17 and G17. Equipped with heavy hunting crossbows stolen from the village stables (Area T6).
Behavior, Morale & Interrogation
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.
VANE (HARROW LEADER) CREATURE 4
[UNIQUE] [MEDIUM] [HUMAN] [HUMANOID]
A battle-hardened deserter turned bandit captain, Vane commands the Harrow Wayfarers with cold military discipline and a heavy bastard sword.
Perception +11
Languages Common
Skills Athletics +12, Deception +9, Intimidation +11, Stealth +10
Str +4, Dex +2, Con +3, Int +0, Wis +1, Cha +2
AC 21 (buckler raised 22); Fort +13, Ref +10, Will +9
HP 62
Reactive Strike ▯ (reaction)
Speed 25 feet
Melee ◆ Bastard Sword +14 (two-handed d12), Damage 1d8+6 slashing (or 1d12+6 if wielded two-handed).
Ranged ◆ Heavy Crossbow +12 (range increment 120 ft, reload 2), Damage 1d10+2 piercing.
Brutal Command ◆ (auditory, emotion, mental)
Vane shouts a tactical order to an ally within 30 feet. That ally immediately uses a reaction to Step or make a melee Strike.
Heavy Cleave ◆◆
Vane makes a melee Strike with his bastard sword against an off-guard target. On a hit, the Strike deals an additional 1d6 precision damage and forces the target to make a DC 21 Fortitude save or become stunned 1.
HARROW WARPRIEST CREATURE 3
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
A zealous zealot who channels dark blessings to shield the band and punish non-believers along the road.
Perception +10
Languages Common, Necril
Skills Athletics +9, Intimidation +8, Religion +10
Str +3, Dex +1, Con +2, Int +0, Wis +3, Cha +2
AC 20 (breastplate, steel shield); Fort +11, Ref +6, Will +10
HP 42
Shield Block ▯ (reaction)
Speed 20 feet
Melee ◆ Warhammer +11 (shove), Damage 1d8+5 bludgeoning.
Divine Prepared Spells DC 20, attack +12; 2nd harm, sound burst; 1st bless, fear, heal; Cantrips (2nd) divine lance, forbidding ward, guidance
Channel Smite ◆◆
The warpriest expends a harm spell and makes a melee Strike with their warhammer. On a hit, the Strike deals its normal damage plus the harm spell's damage (2d8 void damage).
HARROW SEER (SORCERER) CREATURE 3
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
A hedge spellcaster whose innate magic was warped by the local veil-dissonance, weaving curse-magic and occult force.
Perception +8; darkvision
Languages Common, Necril
Skills Arcana +8, Intimidation +9, Occultism +10, Stealth +7
Str +0, Dex +2, Con +1, Int +1, Wis +1, Cha +4
AC 17; Fort +6, Ref +9, Will +11
HP 38
Speed 25 feet
Melee ◆ Bone Dagger +9 (agile, finesse), Damage 1d4+1 piercing plus 1d4 void.
Occult Spontaneous Spells DC 20, attack +12; 2nd (2 slots) sound burst, telekinetic maneuver; 1st (3 slots) fear, grim tendrils, sure strike; Cantrips (2nd) daze, guidance, phase bolt, void warp
Veil Distortion ◆ (occult, void)
Frequency once per round. Effect The sorcerer manipulates the frayed boundary nearby. A 10-foot emanation around the sorcerer becomes difficult terrain for non-underworld creatures until the start of their next turn.
HARROW SNIPER (ROGUE) CREATURE 2
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
Stealthy marksmen stationed along high ledges, trained to pick off lightly armored targets from cover.
Perception +9; low-light vision
Skills Acrobatics +8, Perception +9, Stealth +10, Thievery +8
Str +1, Dex +4, Con +1, Int +0, Wis +2, Cha +0
AC 18 (leather armor); Fort +6, Ref +10, Will +7
HP 28
Speed 25 feet
Melee ◆ Shortsword +10 (agile, finesse), Damage 1d6+3 piercing.
Ranged ◆ Composite Longbow +10 (deadly d10, range increment 100 ft, volley 30 ft), Damage 1d8+2 piercing.
Sneak Attack
The sniper deals an additional 1d6 precision damage to off-guard targets.
Snipe ◆◆
The sniper makes a ranged Strike against a target that is unaware of them or off-guard. The attack deals an additional 1d6 precision damage (stacking with Sneak Attack).
HARROW WARDEN (DRUID) CREATURE 3
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
A bitter woodsman who uses primal magic to twist the road's terrain and hunt travelers alongside trained beasts.
Perception +11; low-light vision
Languages Common, Druidic
Skills Athletics +8, Nature +11, Survival +11, Stealth +8
Str +2, Dex +2, Con +2, Int +0, Wis +4, Cha -1
AC 19 (hide armor); Fort +9, Ref +8, Will +11
HP 40
Speed 25 feet
Melee ◆ Spear +9 (thrown 20 ft), Damage 1d6+4 piercing.
Primal Prepared Spells DC 20, attack +12; 2nd entangle, gust of wind; 1st heal, runic weapon; Cantrips (2nd) electric arc, tangle vine
Command Companion ◆
The warden commands their Harrow Warhound, granting it 2 actions this turn.
HARROW WARHOUND CREATURE 2
[COMMON] [MEDIUM] [ANIMAL]
A scarred, vicious mastiff conditioned to drag down fleeing targets along the road choke point.
Perception +8; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +7, Athletics +8, Stealth +7
Str +3, Dex +3, Con +2, Int -4, Wis +2, Cha -1
AC 18; Fort +8, Ref +9, Will +6
HP 30
Speed 35 feet
Melee ◆ Jaws +9, Damage 1d8+3 piercing plus Trip.
Pack Attack
The warhound's Strikes deal an additional 1d4 damage to any creature that is within reach of at least one of the warhound's allies.
HARROW RUNNER (SCOUT) CREATURE 1
[UNCOMMON] [MEDIUM] [HUMAN] [HUMANOID]
A fleet-footed lookout stationed at the ambush perimeter whose sole job is to disengage and alert the main camp if heavily armed resistance arrives.
Perception +7
Languages Common
Skills Acrobatics +9, Athletics +6, Stealth +9
Str +1, Dex +4, Con +1, Int +0, Wis +2, Cha +0
AC 17; Fort +6, Ref +9, Will +5
HP 20
Speed 35 feet
Melee ◆ Dagger +9 (agile, finesse, versatile S), Damage 1d4+2 piercing.
Ranged ◆ Sling +9 (reload 1, range increment 50 ft), Damage 1d6+1 bludgeoning.
Fleet Escape ◆◆
The runner Steps, Strides, and Strides again. During these Strides, the runner gains a +10-foot status bonus to Speed.
Sound Alarm ▯ (reaction, auditory)
Trigger The runner spots non-bandit creatures entering the ambush zone. Effect The runner blows a sharp horn signal, granting all allies within 60 feet a +1 status bonus to Initiative rolls.
Map Note — Area W1: Harrow Wayfarer Camp
This map shows the main camp of the Harrow Wayfarers, a rough bandit stronghold hidden in a shallow basin behind a rocky ridge. The site is naturally defensive, with steep gravel slopes, scattered pines, and a narrow approach that funnels intruders straight into the camp’s prepared kill-zone.
The central feature of the camp is Vane’s tent, which serves as the command post. Around it are a few crude lean-tos, a fire pit, and stacks of looted supplies. Near the left side of the camp, Marta is tied to a captive post under guard, giving the party a clear rescue objective if they choose to engage the bandits directly.
The camp’s outer ring is built around improvised defenses. Barricades and rough timber obstacles protect parts of the perimeter, while the main entrance is trapped with both a tripwire hazard and a spike trap line. Two entrenched defender positions watch the lower approach, making a frontal assault dangerous if the camp is already on alert.
For a stealthier party, the most important terrain feature is the scout ridge at the upper right. From there, the characters can observe the camp layout, identify sentry movement, and potentially plan a surprise attack before the alarm is raised. The sentries patrol the interior perimeter, while defenders near the choke point are positioned to hold off anyone pushing up from the south.
Overall, this map is meant to support two different play styles. It works well as a tactical assault map, but it also rewards cautious scouting, rescue planning, and targeted strikes against key threats. If the party is clever, they can use the terrain, hazards, and camp layout against the Harrow Wayfarers instead of simply charging straight into the basin.
