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.

Forest Edge Rope Bridge Watch-Wolf Post Goblin Camp Bandit Camp (bonus)
A simple trail runs from the forest edge, over the rope bridge, past the watch-wolf, into the goblin camp — with an optional side path to the bandit camp for the Epic Session bonus.

The adventure, scene by scene

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.