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Printable DM sheet — The Goblin Camp Raid
Every scene, monster, and map for this adventure, on one printable sheet.
The Goblin Camp Raid — DM Sheet
Greenbriar Forest · Best for 2–5 heroes. Works with any mix of fighting, sneaking, or talking heroes.
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.
Scenes (all session lengths — scene’s tag shows the shortest length it appears in)
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Scene 1: Smoke on the Wind from Quick Quest on
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.
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.
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Scene 2: The Rope Bridge from Short Session on
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.
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.
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Scene 3: The Watch-Wolf from One-Sitting Session on
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.
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.
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Scene 4: The Goblins’ Secret from Full Session on
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.
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.
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Scene 5: Bonus: The Bandit Camp from Epic Session on
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).
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.
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Scene 6: The Camp Fire from Quick Quest on
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.
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.
Monster stat blocks
| Name | Heart Points | Guard | Attack | Special |
|---|---|---|---|---|
| Goblin Scout | 4 | 12 | Rusty Shortsword +2 (1d4 Heart Points) | Fast and jumpy — flees to warn the camp if it’s losing a fight. |
| Grubnak, the Camp Boss | 10 | 13 | Notched Cleaver +3 (1d6 Heart Points) | Once per fight, screeches loudly to call one nearby Goblin Scout to join in. |
| Camp Wolf | 6 | 12 | 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.