NA-06: Ambush at Asbury Camp
Scene 1: Campfire Reflections
Campfire Conversations
Gathered around the comforting glow of the campfire, the evening meal is a modest, cold repast. Lady Elinor Asbury thoughtfully picks at her food, quietly observing each of you as you settle in. After a moment, she speaks softly, her voice calm but carrying the weight of memory.
Lady Elinor: "House Asbury took its name from Asbury Meadow. After the Short War, these lands were granted by the Plar of Veluna to my great-grandfather, Artimus Greensward—a most accomplished Knight Ranger of the Gnarley. Renowned as the leader of the 'Flames of the Gnarley', Artimus set the standard for service. Since that time, each generation of Asbury’s sons has served the forest, a tradition held sacred."
She pauses, reflecting on happier memories. "Asbury's lands are fertile and blessed by ample rainfall, earning a reputation for fair dealings and bountiful harvests. My parents, Kyllan Aldowayne Tresguard and Lady Aluna Greensward, ruled House Asbury with kindness and wisdom. They were greatly beloved."
Her expression hardens as she continues, voice tinged with sorrow: "When the Temple of Elemental Evil’s hordes descended upon our manor, my father entrusted my safety to Armount. Though he protested, Armount knew that my survival meant the survival of House Asbury itself. He brought me and most of our people safely to Verbobonc. My parents remained at Whistler’s Bridge with our bravest guards."
Lady Elinor’s eyes lose focus, gazing distantly into the embers: "The Battle of Whistler’s Bridge was brief yet costly. All who stood there perished, buying precious time for us to reach safety. Armount raised me at Asbury Manor, respectfully declining aid from Bishop Haufren of St. Cuthbert and Lord Sir Alerick Milinous. He believed I must grow amongst my people, learning their ways, working alongside them. For that, I shall be forever grateful."
Armount interjects quietly, pride evident in his voice: Armount: "Milady Elinor learned to love and protect the people of Asbury, as they came to love and respect her."
Billet Joris sighs quietly, his face a careful mask of polite disagreement. Lady Elinor offers Armount a grateful smile, then stands: "I have since endeavored to study diplomacy and governance, safeguarding the people of Asbury. But enough for tonight—I shall retire. Good evening."
As she rises, Armount and the guards rise abruptly, bow respectfully, and escort her to her tent.
Scene 2: Watches and Omens
First Watch
The fire dwindles, leaving soft red embers flickering against sleeping forms. Above, the crystal-clear sky brims with countless stars. Shooting stars streak silently across the night, evoking wonder and serenity. Nearby, a pair of large, red eyes reflect the faint firelight, observing silently from the darkness—then disappear. A bird briefly pecks curiously at a sleeping adventurer's pack, but flies off at the slightest movement.
Second Watch
Midnight quiet settles over the campsite. Gentle snores blend with the distant rustle of grasslands. A curious raccoon waddles through camp, indifferent and unbothered. One sleeping adventurer rolls dangerously close to the firepit, their blanket beginning to smolder—if not swiftly corrected, a rude awakening awaits.
Scene 3: Ambush in the Darkness
Third Watch — The Attack
You awaken suddenly, disoriented and alarmed, expecting the familiarity of home, only to find a surreal scene of flickering campfire light and moving shadows. Confusion swiftly shifts to realization—armed figures stalk silently around the camp perimeter, their presence menacing.
Armount's voice rings sharply through the chaos, urgent and commanding: "Protect the Baroness!"
Lady Elinor emerges quickly from her tent, eyes wide but determined, gripping a dagger tightly. Men-at-arms scramble from their bedrolls, drawing weapons in hurried preparation.
NA-06: Attack of the Bandits
Type: Combat Encounter
Campaign Arc: Noble Ambitions 579 CY
Location: Merchant Road Campsite, en route to Asbury Manor
Involved Factions: House Asbury, Verbobonc Bandits
Key NPCs: Lady Elinor Asbury, Sir Armount, Billet Joris, House Asbury Guards
Bandits ambush Lady Elinor's camp under cover of darkness, targeting the supply wagon to set it ablaze while deliberately avoiding harming Lady Asbury herself.
Encounter Setup
Bandit Forces: 12 Human Bandits (Warrior 1)
- Armor Class: 13 (leather armor)
- Hit Points: 6 hp each
- Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
Equipment:
- Short sword, dirk
- Shortbow (20 arrows), leather armor
- Pouch with 10 gp
Bandit Tactics
- 2 Bandits: Position across road using shortbows for ranged support.
- 2 Bandits: Carry vials of oil and hooded lanterns with lit rags. Their primary goal is to ignite the wagon.
- 8 Bandits: Engage guards, Armount, and the PCs directly.
Surprise Round & Ambush Conditions
Surprise Check Modifiers:
- Complete Darkness (+4)
- Thick Foliage (+2)
- Experienced Mercenaries (+1)
Total: +7 to Bandit Stealth Checks
PC Awareness Checks:
- DC 15 Perception: Notice the bandits approaching silently.
- PCs who fail are surprised in the first round.
Tactical Assignment of Bandits (Melee Round #1)
- Guards on watch:
- Guard #1: Attacked by 2 bandits
- Guard #2: Attacked by 2 bandits
- Guards Sleeping:
- Guard #3: 1 bandit attempts coup (automatic hit unless guard wakes up)
- Guard #4: 1 bandit attempts coup
- Other NPCs (sleeping):
- Page: 0 bandits (avoided by bandits)
- Sir Armount: Initially sleeping, not targeted first round
- Lady Elinor: Sleeping, deliberately avoided by all bandits
- Player Characters:
- Player #1 on watch: 1 bandit immediately attacks
- Player #2 sleeping: 1 bandit attempts coup
- Player #3 sleeping: 1 bandit attempts coup
- Wagon Saboteurs:
- 2 bandits move stealthily to ignite the wagon (AC 8, 30 hp).
Wagon Burning Mechanics
- Wagon AC: 8
- Wagon HP: 30
- Damage per round: 1d6 fire damage after ignition.
- Players can extinguish flames if they act immediately (within one round).
Roleplaying Bandit Pleas (Dialogue Prompts)
Captured Bandit (begging mercy):
"Please, master PC’s name, spare us! We'll clear out and never return—give us just one chance. We’ll head back to Verbobonc and live honest lives. You've shown us banditry doesn't pay. I swear we've learned our lesson!"
Bandit claiming innocence (mercenary):
"I'm no bandit—I'm just a mercenary! I take jobs protecting warehouses, villas, caravans... I just finished escorting a caravan from Veluna for Guildmaster Markei Poston of the High Roads Trading Company. Honest work dried up—I didn't mean to kill anyone! Just burn the wagon, get the gold, and get out."
Bandit explaining their motivation:
"What else could I do? There’s no honest work left. Seventh son of a tradesman means nothing to inherit—no apprenticeship, no prospects. My choices were limited to begging or joining the guard, and they weren't hiring. Tavern ale doesn't come free, and a man has to eat."
Bandit’s gambling debts:
"I lost all my guard pay at Packard’s Trough to a pack of cheating adventurers! They cleaned me out completely. I owe Packard a fortune—he'll see me floating in the Velverdyva if I don't pay!"
Personal Story (Bandit named Sabit):
"Never knew my mother; father died when I was small. Had to raise my brother, Brankie, alone—stealing to survive. We ran the streets in Verbobonc. I only stole, drew the line there... Brankie liked knives too much, though. When I joined up with Catbird's crew, I made Brankie stay home. He always hated me for it, but I wanted better for him."

Type: Combat Encounter
Campaign Arc: Noble Ambitions 579 CY
Location: Merchant Road Campsite, en route to Asbury Manor
Involved Factions: House Asbury, Bandit Raiders
Key NPCs: Lady Elinor Asbury, Sir Armount, Billet Joris, House Asbury Guards
Melee Round Breakdown
Round #1: Ambush!
- Bandits move silently, positioning themselves.
- Sleeping characters are PRONE
- Surprise round: Bandits attack; sleeping characters make CON checks to wake up:
- Shouts/Noise: Standard CON check to awaken.
- Physical Disturbance: CON check with +5 bonus.
Round #2: Chaos Ensues
- Bandits actively engage PCs and guards, attempting to overwhelm quickly.
- Bandits douse wagon in oil and ignite (unless prevented).
- Confused characters who failed to awaken previously make another CON check (+5 bonus if shouts, automatic wake if physically shaken).
Rounds #3–4: Objectives Complete
- Wagon ablaze if not prevented. Bandits immediately scatter and retreat, having fulfilled their mission.
- If wagon was prevented from ignition, the bandits attempt one final push before retreating.
Special DM Notes
- Bandits’ True Objective: Their goal is to destroy supplies and cause disruption, explicitly instructed to avoid harming Lady Elinor.
- Observation Opportunity: PCs who succeed on a DC 15 Perception check during the fight realize bandits are deliberately avoiding Lady Asbury.
- Lady Elinor's Reactions:
- Actively attempts to help extinguish the wagon if ignited.
- Visibly upset if any guards or NPC allies are severely injured or slain.
- Uses herbalism and healing skills to assist injured party members immediately after combat.
DM's Notes
(Interrogation Scene)
Crucial Information Revealed:
- Hiring Location: B16 The Packard’s Trough
- Hidden Employer Identity: Hired anonymously by Lakash Quallad, High Priest of the Cult of Elemental Evil (name unknown to bandits).
- Specific Orders: Destroy wagon supplies, deliberately avoid harming Lady Elinor, kill guards if necessary, retreat quickly after the job.
Player Interaction and Choices:
- Players may choose how harshly to interrogate the captives. Severe or merciful approaches affect future interactions and their reputation.
- Showing mercy can provide allies or contacts within Verbobonc’s lower society. Harshness may frighten information out quickly but reduce cooperation afterward.
Consequences & Rewards:
- Successfully interrogating the bandits yields clear evidence linking recent threats directly back to Verbobonc’s political intrigue and the growing threat from the Cult of Elemental Evil.
- Sparing the bandits after interrogation can lead to future story hooks and potential informants within the city. Execution or harsh treatment makes enemies and causes rumors affecting the party's reputation.
Future Hooks:
- Players may wish to investigate The Packard’s Trough to track the mysterious employer.
- Unraveling the deeper conspiracy involving Lakash Quallad and the Cult of Elemental Evil’s plots within Verbobonc.
Bandit Treasure
After the final blow is struck and the surviving brigands are disarmed, the party searches the fallen and finds a rough collection of trinkets, stolen wealth, and personal effects. Most of the gear is filthy and bloodstained, with a mix of ill-gotten coin and curious mementos tucked away in crude pouches and rag-wrapped bundles.
Bandit Leader's Possessions
- Coins: 20 gp, 27 sp, 36 cp
- A bloodstained burlap sack with a single nose hole for breathing — likely used as a disguise
- A silver teardrop earring hangs from the bandit’s left ear (worth 10 gp)
Loot from the Brigand Gang (shared among them)
- Combined coins: 65 gp, 80 sp, 155 cp
- Tooled leather pouch with compartments for crossbow strings, bolts, and basic crafting tools
- Small bloodstained box containing assorted steel rings (uses unclear; possibly torture or restraint devices)
- Rattling wooden box with twenty smooth river pebbles and several worn leather slings
- Brass ring on a frayed cord worn around a neck (worth 5 gp)
- Metal locket with clasp, inside is a tiny sketch of a woman and a lock of golden hair
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