Skip to content
CreatePricing

Ashhook Road

4 scenes · about 2.5 hours · 2 encounters

Ashhook Road

A blocked road, a desperate camp, and a choice between steel and terms.

Read aloud

The old road is no longer safe: a band called the Ashhooks has stopped travelers and taken their goods. Roadwarden Mara Fen offers payment for a simple result: make the bandits leave, by force or by agreement. A herbalist whose medicine was stolen says the camp is close enough to reach before nightfall.

Run the session

Scene
1/4
The Bell on the Road
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Locate the camp and assess its defenses.
  2. 2End the bandits' control of the road.
  3. 3Recover the stolen medicine.Optional
  4. 4Resolve the crisis without needless bloodshed.Optional

The clock

The bandits plan to stop another supply cart at dusk. If the party delays too long, the raid begins and tensions at camp worsen.

Scenes

  1. 0:00The Bell on the Road
  2. 0:35Tracks in the Ash
  3. 1:05Terms at the Camp
  4. 2:05A Road Open Again

Cast

  • Mara FenQuestgiver
  • Veyra SornAntagonist
  • Tomas ReedWitness
  • Harl VennWildcard

The hook

Set the scene

Read aloud: The road narrows beneath a slope of blackened pines, where a toppled cart blocks the way. A bell gives a single, thin chime from somewhere in the trees. Beyond the road, smoke rises from an old charcoal camp, and a rough voice calls, "Leave your weapons where we can see them, and nobody gets hurt."

How Mara Fen asks

Mara Fen approaches the party at a roadside inn, offering a modest advance and a larger payment once the route is safe.

Rumours

Roll a rumour

1“The Ashhooks have a bell system and can summon the whole camp quickly.”
2“Their captain used to be a road guard, and still gives people a chance to turn back.”
3“A stolen medicine case is being kept in the camp's lean-to.”
4“The charcoal camp was abandoned after its workers lost access to the land.”

Scenes

about 2.5 hours
  1. 0:00

    35 min

    skillThe table is here

    1. The Bell on the Road

    A wooded bend in the old road, just short of the charcoal camp.

    The party reaches the checkpoint, spots the warning bell, and chooses whether to approach openly, sneak past, or engage the lookout.

    The Roadside Checkpoint

    NextOnce the party passes the checkpoint or deals with its sentries, they can follow a trail of cart ruts and smoke toward camp.

  2. 0:35

    30 min

    exploration

    2. Tracks in the Ash

    A muddy track through pine scrub, charcoal pits, and a steep bank overlooking the camp.

    The party tracks the bandits and gathers evidence of their numbers, routines, and current mood. Tomas can point out his cart's wheel marks if he is with them.

    NextThe party reaches a position from which it can observe or approach the camp.

  3. 1:05

    60 min

    social

    3. Terms at the Camp

    The open center of the abandoned charcoal camp, between the cookfire and the storage lean-to.

    The party sees bandits arguing over dwindling supplies and can open negotiations, stage a distraction, or launch an assault.

    The Charcoal Camp Standoff

    NextIf negotiations fail or violence begins, the conflict resolves around the camp's rough defenses. If Veyra accepts terms, proceed to the outcome and determine what the bandits surrender or take with them.

  4. 2:05

    25 min

    social

    4. A Road Open Again

    The camp after the standoff, followed by the road back to Mara.

    The party settles the bandits' departure, surrender, or defeat, then decides whether to return the medicine and report what happened to Mara.

    NextClose the adventure with Mara's response and, if useful, one of the open-ended hooks.

Behind it

What people believe

The Ashhook bandits have taken over an old charcoal camp and are stopping travelers on the road.

Background

The Ashhook bandits have occupied an abandoned charcoal-burner's camp on the old road.

The stakes

If the bandits remain in control, travelers continue to lose supplies and the settlement's trade dwindles.

Encounters

2
  • The Roadside Checkpoint

    Combat or avoidance

    A narrow road bends between a low stone wall and a steep, wooded bank. A toppled cart provides partial cover, and a bell rope is tied to a nearby pine.

    Foes

    • Ashhook Lookout

    • Ashhook Bandit

    ComplicationIf fighting begins, a bandit may try to flee toward the cook shelter to warn the others. A character can intercept them, persuade them to stop, or let them raise the alarm.

    ScalingFor a smaller or less experienced party, use only the lookout. For a stronger party, add one bandit. Use suitable low-threat humanoid stat blocks for the party's ruleset.

  • The Charcoal Camp Standoff

    Combat or social

    The abandoned camp sits among charcoal mounds and cut stumps. A storage lean-to offers cover, a shallow ditch crosses the open ground, and a cookfire makes one patch of ground dangerous to cross.

    Foes

    • Veyra Sorn

    • Ashhook Bandit

    ComplicationDuring negotiation, a nervous bandit mistakes a movement near the treeline for an attack and reaches for a weapon. A calm response can prevent a fight; an aggressive response turns the scene into combat.

    ScalingIf combat is unavoidable, Veyra withdraws when badly hurt rather than fighting to the death. Add one bandit for a larger or more capable party. Use suitable low-threat humanoid stat blocks; Veyra is a custom bandit leader, not a canonical 5E stat block.

Cast

4
  • Mara Fen

    QuestgiverQuestgiver, a practical roadwarden

    WantsRestore safe travel and protect the nearby settlement without causing needless deaths.

    “I need the road open, but I will not ask you to butcher people who can still choose to leave.”
  • Veyra Sorn

    Antagonist, captain of the Ashhook bandits

    WantsKeep her band alive and secure supplies, while avoiding a battle she suspects they cannot win.

    “We ask for a little coin because the people who own this road stopped caring whether we lived.”
  • Tomas Reed

    Witness, a traveling herbalist recently robbed by the bandits

    WantsRecover her medicine and help the party resolve the situation with as little bloodshed as possible.

    “They took my cart, but I heard them arguing. Some want to go home. Their captain keeps saying there is nowhere safe to go.”
  • Harl Venn

    Wildcard, a bandit sentry who is losing faith in Veyra

    WantsSurvive the camp's conflict and persuade Veyra to accept a safer way out.

    “If the captain lays down her blade, I can speak for the others. If she doesn't, I will do what I must.”

How it ends

Rewards

Experience: Award experience appropriate to the party's rules and level for resolving the social and combat challenges. No specific official XP total is assumed.
Gold: 30 gp total, with 10 gp offered in advance and 20 gp on completion. This is a suggested reward, adjustable to the campaign's economy.
In the story: The party can establish a lasting connection with Mara, Tomas, and the displaced workers, or earn the enmity of bandits who escape.
Standing: Mara and local traders gain confidence in the party. If the characters spare surrendering bandits or secure them safe passage, displaced workers may also regard the party favorably.

Items

  • Tomas's recovered medicine, if found

  • A charcoal-maker's field kit containing a hooded lantern, flint, and two days of dry provisions

On a win

The road is safe enough for travelers to use again.

What it leaves open

Mara asks the party to help find lawful work or shelter for any bandits who leave peacefully.
A surviving bandit claims the landholder's agents intend to reclaim the charcoal camp and its stores.
Tomas offers to guide the party to another settlement where displaced workers have gathered.

If it fails

The party cannot persuade, defeat, or drive away Veyra's group.
The bandits scatter into the woods, taking their stolen goods with them. Road travel improves only temporarily, and Veyra may return with a more desperate crew.
The party abandons the objective or leaves without securing the road.
Mara suspends paid work on the road until it is safe, and nearby traders begin using a longer route. The party may still pursue the bandits later, but the settlement loses income.
The party achieves immediate safety through excessive force or causes civilian harm.
If the party kills Veyra and most of the camp, surviving bandits may retaliate or seek revenge, while the settlement's people remain divided over the violence.

Complications (d6)

  1. 1A frightened mule breaks its tether and bolts through camp, alerting the sentries unless someone calms or catches it.
  2. 2A sudden rain shower turns the charcoal slope slick; crossing quickly risks a fall and noise.
  3. 3Two bandits return early with a stolen supply cart, forcing the party to hide, bluff, or act before their plan is ready.
  4. 4A cookfire tips onto a stack of dry brush, creating smoke and a spreading fire that threatens the camp's food stores.
  5. 5A bandit recognizes Tomas and accuses him of having led the party to camp, provoking a tense confrontation.
  6. 6Harl quietly offers to leave the gate unguarded, but asks the party to promise that fleeing bandits will not be hunted down.

Media

0 images

No images yet.

Visual sheet

Turn Ashhook Road into a sheet

A high-res, share-ready sheet you can post or print.