After the kobold camp, Imush surveyed the 3 other bandit camps in the area, 2 that were human run and one that was goblin.
In a manner similar to scouting titan shrines versus potential web, Imush approached each camp with 1 world map tile of separation in slow travel mode with ambusher on, waiting to encounter the first moving vision cones at 23-25 tile distance. With only proficient shield user, adequate dodger/axedwarf, competent wrestler and accomplished fighter, Imush would not be ready to combat a weaponmaster.
Each human camp was in a fully open area with no z-lvl changes, so everyone was easy to identify from a distance. There was also minimal movement here. The first human leader had a basic weapon, the second had the +second level+ of improvement; indicators of their relative skill. Both camps were non-aggressive, so Imush entered into conversation with several bandits. It's a bit of a shame that the indicator of banditry must be "I have nothing for you," as this frames the encounter in a specific way; it's one of opposition. This is hopefully a placeholder, since adventure mode shouldn't determine your character's disposition towards anything as it does now. Imush shared the killings of the ettin and titan with each leader, but left out his encounter with the bandit spearwoman as that would bring no cheer.
The goblin camp was obscured/nestled in by several z-lvl changes, more so than the kobold camp. There were several vision cones were directed outward, with a few cones patrolling the periphery. Imush approached from all four directions: north, south, east and west. There wasn't a way to cross z-lvls without breaking the 23-25 distance buffer. So, as with an unknown titan visible only by vision field, with an unknown special attack, hidden by z-lvl change, Imush used movement to trigger AI movement. Eventually a vision cone would emerge from the z-lvl enclosure attached to a goblin. One of those patrolling cones turned out to be the leader. This camp was led by a priestess with a masterwork copper whip. That was the cue to leave. With this sort of camp set up, pretty much everything is a cue to exit. If all the patrols were rank and file gobbos, the unmoving units could still be weapon masters. If anything, continuing to scout after encountering a z-lvl enclosure was just to confirm one's worst suspicions as opposed to just writing off immediately, which works too.
That all done, Imush heads 16 tiles westward to the shrine Ivysoak home to the titan Spuzsux Drinkpacked. Usually I manual scout each shrine to determine the titan type as opposed to using Legends, since it's a good exercise in patience and restraint, but when I end up having a look at what ruined what fortress hoping for a forgotten beast, I'll end up saving a bit of time by also looking up the surrounding titans as well. Spuzsux Drinkpacked was a large humanoid made of chrysoprase with a shell and poisonous spittle. I have a reaction for making helms and caps out of glass, but sadly chrysoprase is just basic gem.