Forest adventure · rescue & choice
The Goblin Camp Raid
A village’s winter food chest was stolen — but the goblins who took it might have their own good reason.
Pick a session length
Read this to your players to start
The village of Millbrook is short on food for winter — its whole supply chest was carried off by a band of goblins camped deep in Greenbriar Forest. The village elder asks the heroes to bring it back, however they can.
The adventure, scene by scene
- Scene 1
Smoke on the Wind
Read aloud
The elder of Millbrook meets you at the forest’s edge, worry creasing her face. "They took our whole winter chest — flour, dried meat, all of it. Goblin tracks lead into Greenbriar Forest. Bring it back, and I don’t much care how." Ahead, a thin curl of campfire smoke rises above the trees.
DM notes
Let the heroes ask questions (how many goblins? how far? any other clues?) — the elder knows only what’s in the read-aloud text. Then head straight into the forest toward the smoke.
- Scene 2
The Rope Bridge
Read aloud
A shallow ravine cuts across the path, crossed by a rickety rope bridge. Halfway across, two Goblin Scouts are lazily fishing over the side — they haven’t noticed you yet.
DM notes
The heroes can sneak past (Clever, Difficulty Number 12), talk their way across (Kind, Difficulty Number 13 — the scouts are bored, not loyal), or fight the two Goblin Scouts. Any of the three is a fine outcome — don’t punish a peaceful choice by making it harder than the fight.
- Scene 3
The Watch-Wolf
Read aloud
The trees thin out ahead — you’re close to the camp now. Chained near the tree line is a big, alert Camp Wolf, sniffing the air. It hasn’t spotted you, but it will if you’re not careful.
DM notes
A Clever check (Difficulty Number 13) sneaks the party past. A Kind check (Difficulty Number 13, offering food or a calm approach) befriends it instead — a nice touch is letting a befriended wolf help later in the raid. Failing either just means the wolf barks and alerts the camp a little early; it’s not a fight on its own unless heroes choose to fight it.
- Scene 4
The Goblins’ Secret
Read aloud
Before the final push, you overhear two goblins talking by a cookfire: "...bandits took our stores first, that’s why we had to raid the humans..." They sound more scared than mean.
DM notes
This is the heart of the adventure’s twist: the goblins aren’t simply villains, they were desperate. Heroes who overhear this can choose to negotiate at the climax instead of fighting — offer to help both sides if the chest is returned. Reward creative, kind solutions generously; this is the moment to let a Kind-focused hero shine.
- Scene 5
Bonus: The Bandit Camp
Read aloud
If the party chooses to help the goblins get their own stolen grain back, Grubnak points them toward a rough bandit camp a short hike away, guarded by a gruff Bandit Leader (use the Camp Wolf’s numbers, reskinned as a person with a club).
DM notes
Optional side-quest for groups with time and appetite for more. Recovering the goblins’ grain here makes the climax negotiation automatic — no roll needed, the goblins are simply grateful.
- Scene 6
The Camp Fire
Read aloud
The goblin camp opens into a clearing around a cookfire — and there, right beside it, sits Millbrook’s stolen supply chest. Grubnak the Camp Boss steps out to meet you, cleaver in hand.
DM notes
Three valid endings, all satisfying: (1) Fight Grubnak (and a called-in Goblin Scout) for the chest. (2) Negotiate — if the party knows the goblins’ secret (or recovered their grain), a Kind check (Difficulty Number 14) convinces Grubnak to trade the chest back peacefully, maybe even for future help. (3) A clever distraction or trade offer works too — reward any reasonable idea the players come up with. Let the table decide; there’s no wrong way to end this one.
Who’s in this adventure
Goblin Scout
- Heart Points
- 4
- Guard
- 12
- Attack
- Rusty Shortsword +2 (1d4 Heart Points)
Fast and jumpy — flees to warn the camp if it’s losing a fight.
Grubnak, the Camp Boss
- Heart Points
- 10
- Guard
- 13
- Attack
- Notched Cleaver +3 (1d6 Heart Points)
Once per fight, screeches loudly to call one nearby Goblin Scout to join in.
Camp Wolf
- Heart Points
- 6
- Guard
- 12
- Attack
- Bite +3 (1d6 Heart Points)
Keen nose — tough to sneak past without a real plan (Clever, Difficulty Number 13).
Rewards
- Millbrook’s supply chest, safely returned (the whole point of the quest).
- A slightly-rusty-but-lucky dagger, dropped by Grubnak.
- If resolved kindly: the goblins become quiet, friendly neighbors — a seed for a future adventure.
Tips for running this one
- This adventure rewards talking as much as fighting — don’t railroad a combat-only table into negotiation, and don’t force a talky table into a fight. Follow the players.
- Grubnak is scary-looking but not evil — play him blustery and defensive, not cruel, so the "goblins are just hungry" twist lands.
- If your group only has time for the Quick Quest tier, skip straight from the hook to the camp fire — that’s a complete, satisfying story on its own.
Want a paper copy for the table? Open the printable DM sheet →