The Twice-Damned Crown

Snapshot · Jul 15, 2026, 8:24 PM

  • The Twice-Damned Crown
    • narrativeAdventure Summary
    • narrativeMain
    • narrativeAdventure Background
    • articleGazetteer of Egorian
    • handoutVoren's Journal — Crown Mark Sketch
    • handoutPlayer Primer
    • handoutContract Fragment — Shadow Pact
    • imageEgorian City Map
    • Acts
      • actAct 1 — The Egorian Investigation
        • sceneScene 1 — Arrival in Egorian
          • handoutMission Briefing
          • trapFalling Block
        • sceneScene 2 — The Scene of the Crime
          • handoutDarian's Hidden Journal
        • sceneScene 3 — Interview with Lady Vexilla
          • handoutLady Vexilla's Profile
        • sceneScene 4 — Interview with Captain Aelar
          • handoutCaptain Aelar's Profile
        • sceneScene 5 — The Shadow Informant
          • encounterThe Shadow Informant
            • handoutVoren Kain's Profile
            • handoutVoren's Journal — Crown Mark Sketch
            • handoutContract Fragment — Shadow Pact
        • sceneSCENE 6 -- THE AMBUSH
          • encounterAmbush!
            • mapAmbush Alley Map
            • monster blockScarred Hand NPCs
            • articleTactics for NPCs
          • pagePost Encounter
        • handoutDarian Thrune's Murder Scene
        • sidebarGM Brief: Act 1 Investigation
      • bucketBucket
        • monster blockThe Shadow-That-Walks (Velstrac)
    • NPCs
      • npcThe Unseen
      • npcLady Vexilla Thrune
      • npcCaptain Aelar
      • npcVoren Kain
      • npcThe Shadow-That-Walks

Tactics for NPCs

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GM Tactics — Scarred Hand Ambush

Encounter 6.1 • The Twice-Damned Crown

Encounter: Moderate (120 XP) Party Level: 6 Enemies: 4 (or 5 with Sergeant) Tactics GM Only

📋 Encounter Overview

The Scarred Hand ambush is a coordinated attack designed to eliminate the party in a narrow kill zone. The attackers have prepared positions and work together to maximize their effectiveness. The party's ability to detect the ambush (Perception DC 26) and react strategically will determine the encounter's difficulty.

🏚️ Terrain Analysis

Narrow Alley — The Kill Zone

  • Width: 15 feet — restricts movement and flanking.
  • Rubble Piles: Provide +2 circumstance bonus to AC for anyone using them as cover.
  • Collapsed Columns: Can be pushed over (Athletics DC 20) to create new cover or block paths.
  • Windows: Can be climbed (Acrobatics DC 18) to access the building.
  • Second-Story Window: The crossbowman's position — grants +2 circumstance bonus to AC (cover) and +2 circumstance bonus to ranged attacks (higher ground).

⚠️ Kill Zone: The alley is designed to funnel the party into a confined space where the fighters can engage them while the crossbowman and spellcaster provide support from safety. Breaking out of the kill zone is essential for the party's survival.

⚔️ Enemy Tactics — By Role

⚔️ Scarred Hand Fighters (×2)

Primary Role: Frontline engagement

  • Shield Wall: Stay adjacent to each other for +2 AC.
  • Power Attack: Use against heavily armored targets (2 actions, 3d8+6).
  • Shield Block: Use reaction to reduce damage by 8.
  • Brave: +2 to Will saves vs. fear.

Weakness: If separated, they lose their Shield Wall bonus. If one falls, the other loses the bonus.

🏹 Scarred Hand Crossbowman

Primary Role: Ranged support

  • Deadeye: Use on first shot to ignore cover.
  • Target Priority: Spellcasters > ranged attackers > frontline.
  • Position: Second-story window — +2 AC (cover) and +2 to hit (higher ground).
  • Rapid Reload: Use once per encounter to reload and fire as one action.

Weakness: Reload takes 1 action. Can be suppressed with ranged attacks or flushed out by climbing to the window.

🔮 Scarred Hand Spellcaster

Primary Role: Arcane support and disruption

  • Opening Move: Magic Missile — 3 missiles (1d4+1 each) at the party's most threatening target.
  • Disruption: Use Fear (DC 21) on the party's frontline to break their formation.
  • Area Damage: Use Fireball (6d6, DC 21 Reflex) if the party clusters.
  • Defense: Use Reactive Shield as a reaction when targeted by a physical attack (+2 AC).
  • Escape: Use Invisibility to reposition or flee if threatened.
  • Dispel Magic: Use to remove party buffs if needed.

Weakness: Low AC (19) and low HP (38). If the party can flank or close the distance, the spellcaster is vulnerable.

🎯 Cover & Penalties — Crossbowman's Position

🏹 Crossbowman — Second-Story Window

Cover: The crossbowman is behind a low wall/ledge, granting standard cover (+2 AC, +2 Reflex).

Higher Ground: Being above the party grants +2 circumstance bonus to ranged attacks.

Total Advantage: The crossbowman effectively has +2 AC and +2 to hit while in the window.

🔧 How the Party Can Neutralize the Crossbowman

  • Ranged Attacks: Force the crossbowman to duck for cover or take damage. The crossbowman has only 45 HP.
  • Climb the Building: Acrobatics DC 18 to scale the wall and reach the window. Once engaged in melee, the crossbowman loses their ranged advantage.
  • Find the Stairs: The building's main entrance is blocked by rubble, but a side door (Perception DC 18) can be found. The stairs are guarded by a trap (see below).
  • Smoke or Obscurement: Use spells like Obscuring Mist or smoke bombs to block the crossbowman's line of sight.
  • Suppressing Fire: A ranged character can Ready an action to shoot when the crossbowman pops up, forcing them to stay in cover.

🚪 Entering the Building

  • Front Door: Blocked by rubble. Clearing it takes 3 actions (Athletics DC 22).
  • Side Door: Hidden (Perception DC 18). Leads to a hallway with a tripwire trap (Reflex DC 20).
  • Stairs: The stairs are blocked by a barricade and guarded by a Glyph of Warding (DC 21).
  • Windows: Climbing to the window is the fastest route but exposes the climber to attacks.

🔮 Spellcaster Tactics

🔮 Spellcaster — Arcane Support

Opening Move: The spellcaster leads with Magic Missile (3 missiles, 1d4+1 each) at the party's most dangerous target. This is unavoidable damage and sets the tone.

Buffs: The spellcaster has Reactive Shield available as a reaction. They do not pre-buff unless they detect the party coming (Perception DC 26).

Spell Slots: The spellcaster has 2 Fireballs, 3 Magic Missiles, and Fear. They will use these strategically.

Defense: The spellcaster stays behind full cover when possible, only stepping out to cast.

🔧 How the Party Can Neutralize the Spellcaster

  • Close the Distance: The spellcaster has low AC (19) and low HP (38). Once engaged in melee, they are in trouble.
  • Counterspell: If the party has a spellcaster with Dispel Magic or counterspell capabilities, they can negate the spellcaster's spells.
  • Flanking: The spellcaster is hiding behind a collapsed column. If the party can flank around the column, they can catch the spellcaster off-guard.
  • Ranged Attacks: The spellcaster has no physical damage resistance. A few good ranged shots can force them to retreat.
  • Magic Missile: The party's own Magic Missile can guarantee damage against the spellcaster, bypassing cover.

⚔️ Fighter Tactics

⚔️ Scarred Hand Fighters — Frontline

Formation: The fighters stay adjacent to maintain their Shield Wall (+2 AC). They advance slowly, using the rubble for cover.

Target Priority: They engage the party's strongest melee fighter first, using Power Attack to break through defenses.

Shield Block: They use their reactions to block damage from heavy hits.

Morale: They are disciplined and will not break formation unless one of them falls.

🔧 How the Party Can Neutralize the Fighters

  • Separate Them: If the fighters are separated, they lose their Shield Wall (+2 AC). Use forced movement, grease spells, or tactical positioning to split them.
  • Focus Fire: Take down one fighter at a time. Once one falls, the other loses the Shield Wall bonus.
  • Flanking: Use the rubble piles to flank the fighters and gain a +2 bonus to attacks.
  • Disarm: The fighters rely on their shields for Shield Block. Disarming them removes this defense.
  • Magic: Spells like Grease or Entangle can disrupt their formation and separate them.

🔄 Coordinated Tactics

Phase 1 — Initial Assault

  • Crossbowman: Deadeye shot at the party's spellcaster or healer.
  • Spellcaster: Magic Missile at the party's most dangerous target.
  • Fighters: Advance behind shield wall, taking cover behind rubble.

Phase 2 — Engagement

  • Fighters: Engage the party's frontline, using Power Attack and Shield Block.
  • Crossbowman: Target ranged attackers and spellcasters.
  • Spellcaster: Cast Fear on the party's frontline to break their formation.

Phase 3 — Pressure & Finishing

  • Spellcaster: Use Fireball if the party clusters.
  • Crossbowman: Continue suppressing fire.
  • Fighters: Press the attack, focusing on wounded targets.
  • All: If the party is winning, the sergeant (if present) orders a tactical retreat.

⚔️ Sergeant Tactics (Optional)

⚔️ Scarred Hand Sergeant

Role: Leader and morale anchor. The sergeant commands the ambush and boosts ally morale.

Abilities:

  • Lead by Example: Allies within 30 feet gain +1 to attack rolls and saves against fear.
  • Improved Shield Wall: When adjacent to an ally, gains +3 AC.
  • Rally: Can grant an ally +2 to their next attack or save.
  • Orderly Advance: Grants allies +5 ft. movement on their first turn.

Tactics: The sergeant leads from the front, using Power Attack against the party's toughest fighter. They use Rally to keep allies in the fight. If the encounter is going poorly, the sergeant will order a retreat.

🛡️ Party Counters & Smart Plays

🔍 Detection
  • Perception DC 26: Detect the ambush before it springs.
  • Stealth DC 24: Turn the tables by flanking.
  • Society DC 22: Identify the Scarred Hand and their tactics.
⚔️ Separation
  • Force Movement: Use Grease, Entangle, or shoves to separate the fighters.
  • Flanking: Use the rubble piles to flank and gain +2 to hit.
  • Bottleneck: Force the fighters to engage one at a time.
🎯 Neutralize the Crossbowman
  • Ranged Pressure: Force them to stay in cover.
  • Climb: Acrobatics DC 18 to reach the window.
  • Smoke: Block line of sight with Obscuring Mist.
🔮 Neutralize the Spellcaster
  • Close the Distance: Low AC (19) and HP (38).
  • Counterspell: Use Dispel Magic or counterspell.
  • Flank: Circle around the collapsed column.

GM Tactics — Scarred Hand Ambush • Pathfinder 2e • The Twice-Damned Crown

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