NA-05: The Road to Asbury
The adventurers depart from Jylee’s Inn alongside Lady Elinor Asbury, Sir Armount, and her guarded covered wagon, beginning a slow, rain-shadowed journey toward the first camp along the merchant road to Asbury Manor.
Scene 1: Departure from Jylee’s Inn
Day: Readying the 5th, 579 CY
Weather: Bright skies to the east, a clearing storm to the west, and a glorious rainbow stretching across the horizon.
The morning breaks with the rich scent of dew in the air and birdsong echoing across the rooftops of Verbobonc. The golden sun climbs in the east, casting a long light across the high western stormclouds. Between them—arching in brilliance from the city’s rooftops to the distant hills—hangs a rainbow as bold as any banner: scarlet and gold, emerald and sapphire, violet trailing faintly like a blessing.
You arrive at the courtyard of Jylee’s Inn just as the preparations for departure are nearly complete. A canvas-covered wagon, stout and travel-worn, is being loaded by four men-at-arms in the blue and black of House Asbury. Their livery is crisp, their movements efficient. Nearby, three sleek coursers—nimble, strong-footed war horses—stomp and shake their manes, saddled and ready.
Lady Elinor Asbury, dressed not in courtly finery but in practical elegance, stands in quiet discussion with two men. Armount, her stern and towering seneschal, rests his mailed hand on the hilt of his sword. Next to him stands a man of equal martial bearing but a very different mien—Billet Joris of the Church of St. Cuthbert, his gleaming plate marked with the cudgel and starburst. Lady Elinor spots you. Her smile is polite, but it holds the chilly dignity of nobility.
Roleplaying Dialogue
(She gestures to the priest beside her) "Bishop Haufren has decided to send one of his own with us today. This is Joris, a Billet of the Stars Order."
Billet Joris (frowning, measuring the party): "Lady Elinor, it is disappointing that you must rely on mercenaries. Their obvious lack in faith is disconcerting—but compounded with lack of experience, I would not expect the most."
Lady Elinor (curtly): "Priest Joris, I note your concern has merit, but I have conducted an interview with each and every one and I have high hopes."
(Turning to you, she softens slightly) "I desire thee have tied any loose ends to repair on this journey. This adventure is much easier when you are not carrying your past. Let us quit Jylee’s and mount up. If you are ready, we shall begin. With luck and good weather, we will be at Asbury Manor by late afternoon on the morrow."
Travel Notes
- Mounts Provided: Those who cannot ride will be assigned space in the canvas-covered wagon.
- Banner Display: The black griffon on azure flies proudly above Jylee’s—Lord Milinous personal crest.
Additional Dialog Options
If players question her about Lord Sir Simon Milinous:
If the player reports the mysterious man in the alley:
If the player hesitates:
Scene 2: Leaving the City Behind — On the Road
Day: Readying the 5th, 579 CY
Location: Merchant Road, Viscounty of Verbobonc
Encounter Type: Travel & Roleplaying
Key NPCs: Lady Elinor Asbury, Sir Armount, Priest Joris, House Asbury Guards
Narration: Morning on the Merchant Road
Farmers in simple attire labor quietly, men guiding large tawny oxen with plows, sweat-streaked faces focused on the earth beneath them. Women in bright patterned scarves and children move methodically through rows, gathering weeds and pests into woven baskets. Occasionally, these humble folk glance toward the passing retinue; most quickly return their eyes respectfully to the ground, though some smile shyly, murmuring greetings or bobbing brief courtesies. Above, puffs of white clouds drift lazily, shadows trailing them across the fields like gentle shepherds herding spectral flocks.
Travelers and Commoners
“Hail, Lady Asbury!”
“Safe journey, milady!”
Lady Elinor responds with a graceful nod and slight wave, maintaining the dignified air expected of a noblewoman on official business.
Encounter: Wandering Travelers
As you draw nearer, the travelers raise their hands in friendly greeting: “Good travels to ye!” the elder man calls warmly, his weathered face creased with kindness.
Lady Elinor acknowledges them with polite neutrality but shows no interest in pausing. The travelers continue toward Verbobonc, their wheels rattling easily upon the dirt road.
Encounter: Wandering Travelers
Ahead, your path crosses with a modest caravan—two covered wagons built with small traveling dwellings, led by rough yet non-threatening travelers. An elderly couple sits upon one wagon’s seat, while a young woman holds a child on the other. A goat ambles behind, tethered loosely, and a mule laden with belongings follows dutifully.
As you draw nearer, the travelers raise their hands in friendly greeting:
“Good travels to ye!” the elder man calls warmly, his weathered face creased with kindness.
Lady Elinor acknowledges them with polite neutrality but shows no interest in pausing. The travelers continue toward Verbobonc, their wheels rattling easily upon the dirt road.
DM Notes:
- This interaction serves primarily as atmospheric flavor. However, perceptive characters (DC 12 Insight) note the travelers’ genuine friendliness and simple intentions.
Encounter: Bandits Trailing
Characters proficient in Survival or Perception (DC 14) may notice distant figures trailing the party—a band of shadowy men keeping carefully out of bowshot range. They pause cautiously at the creek crossing, then resume trailing at a discreet distance.
DM Notes:
- These bandits will not directly engage the party today. Their presence should create unease and foreshadow potential threats later.
- Allow perceptive characters to make tactical decisions or inform Lady Elinor or Armount about potential danger, testing party cohesion and decision-making.
Evening Camp
Dismounting from your horses, you groan softly at stiff muscles and aching backs. A small canvas tent is pitched swiftly for Lady Elinor, while Joris and the men-at-arms prepare their bedrolls and gear methodically near the fire. The squire sees to the horses, tethering and grooming them gently.
Lady Elinor addresses the gathered group: “Our journey has been brisk thus far. We should reach Penwick by tomorrow afternoon without incident. Rest well this evening. Tomorrow brings another demanding day.”
She exchanges a few quiet words with Armount, who nods solemnly and checks the perimeter once more.
Narration: Camp by Moonlight
A campfire crackles softly, its amber flames weaving intricate shadows throughout the clearing. Lady Elinor retires briefly into her tent as the guards quietly arrange their bedding around the fire. Priest Joris, expression stern but serene, sits close to the flames, softly chanting prayers of vigilance and devotion. Armount, watchful as ever, circles the campsite, checking the perimeter carefully, his movements precise and methodical.
Around you, the night teems with gentle noises—leaves rustling softly overhead, squirrels scampering among branches, their sharp chattering echoing softly in the dark. A cool breeze wafts through the clearing, carrying scents of rich earth and distant rain, reinforcing the feeling of solitude away from the city.
Lady Elinor emerges from her tent, now in a simpler gown suitable for evening, and joins you by the fire for a cold supper. She listens carefully if you speak, her eyes sharp with attention, though she offers little in return, quietly assessing each word spoken.
When the meal concludes, she speaks gently to the group: Lady Elinor: "Rest well, but remain alert. Though my guards take pride in their vigilance, our purpose may not be pleasing to all who observe us from afar. There are eyes upon us, I fear—eyes that wish for us to falter."
After the meal, she will discreetly approach any charismatic or trusted PC she has interacted with:
"My men-at-arms are proud and loyal, and I shall not insult their honor by openly assigning you guard duty. Yet, we both know that this journey is fraught with risks beyond their comprehension. Please, remain vigilant tonight. Watch for threats unseen by common eyes."
Roleplaying & Interaction Prompts
- Lady Elinor: Engages characters with high Charisma about rebuilding her lands and the responsibilities of noble leadership. She avoids personal matters or questions of politics, deftly steering conversations back to duty and leadership.
- Armount: Open to tactical discussion or planning security, strictly professional yet respectful.
- Priest Joris: Reserved and judgmental, interacting mainly to offer religious counsel or stern warnings. He carefully watches characters who display distrust or disrespect toward Lady Elinor or his faith.

Type: Roleplaying Encounter & Travel
Campaign Arc: Noble Ambitions 579 CY
Location: Jylee’s Inn to Asbury Road, Viscounty of Verbobonc
Involved Factions: House Asbury, Church of St. Cuthbert, Council of Lords
Key NPCs: Lady Elinor Asbury, Armount (Seneschal), Billet Joris of St. Cuthbert


Lady Elinor’s Favor
If a PC has Charisma 16+, she will invite them to ride beside her.
Lady Elinor (to high-CHA PC):
"You speak well, and your face carries the marks of someone who listens with care. Ride beside me. There is much work ahead, and I wish for counsel from one who hears as much as they speak."
Her conversation includes:
- Her vision for rebuilding Asbury Manor
- Re-establishing security and trade
- The loyalty of her people and the legacy of her house
She will not speak further of Lord Milinous, except:
"His lands adjoin mine to the North and he was interested in a possible alliance between the two holdings."
DM Notes
- Tone: This is a dramatic political departure scene. Use the rainbow and sunrise to symbolize hope and portents.
- Joris: Play him as a self-righteous moralist—perfect foil to Elinor’s pragmatic nobility.
- Elinor: Reward players who show courage or leadership. She respects directness and grit but punishes doubt.
- Optional Challenge: If a PC pushes too far questioning Elinor’s decisions, have her demand they remove her sigil tabard. This is a meaningful social encounter with long-term consequences.
- Foreshadowing: Mention the wagons' extra supply crates—covered tight with a thick tarp.
Investigating the Heavy Wagon (DM Notes)
If a PC expresses curiosity or suspicion about why the wagon moved slowly throughout the day, allow them to discreetly investigate. Examining beneath the heavy tarp reveals a carefully arranged load:
- Two sturdy iron anvils.
- Forge tools: hammers, tongs, bellows, iron ingots.
- Assorted pulleys, gears, hinges, and essential farming implements.
If Lady Elinor is questioned about these items, she replies candidly, her voice firm and clear:
Lady Elinor:
"Working closely with my people, I had an inspiration—if we could build our own forge, we might attract a skilled smith. Perhaps a young artisan newly freed from his apprenticeship who wishes to establish himself could be persuaded to join us at Asbury Manor."
(She pauses, thoughtful, looking into the fire.)
"We must become self-sufficient. Far too much of what little coin we have left is spent purchasing tools and supplies we might craft ourselves, were we only properly equipped. In the end, freedom is the truest reality found in wishing, willing, sensing, and striving."
She is polite but firm, clearly viewing self-reliance as integral to her vision for the future of Asbury Manor. If the PCs press further, she gently yet firmly changes the subject, turning the conversation toward practical matters or preparations for the coming day.
DM Notes: Night Watch & Armor Management
If a PC shares Lady Elinor's discreet warnings or suspicions about potential threats during the night with the rest of the party, encourage them to proactively manage watch duties alongside Lady Asbury's guards.
- Setting Watch Rotation:
Clearly ask players how many watches they wish to establish (e.g., three 4-hour watches or four 3-hour watches). Clarify who will join each watch—PCs alone, or PCs plus NPC guards. - Determining Attack Timing:
Roll a die based on the number of established watches to randomly determine when an attack (if any) will occur.
Example: If the party sets three watches, roll a d6: (1-2) first watch, (3-4) second watch, (5-6) third watch. - Armor Rules Reminder (5e guidelines):
- Sleeping in Armor: PCs who choose to sleep in medium or heavy armor awake with fatigue. Apply a -2 penalty to all ability checks and saving throws the following day until they've had a proper rest without armor.
- Donning Armor Quickly: If combat breaks out unexpectedly, remind players how long armor takes to don under stress:
- Light Armor: 1 minute (10 rounds)
- Medium Armor: 5 minutes (50 rounds)
- Heavy Armor: 10 minutes (100 rounds)
Clearly communicating these penalties emphasizes strategic decision-making and adds realism to nighttime security measures and combat readiness.
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