First adventure

Dungeons and Dragons first scenario – Brigands and Goblins

Characters come from Solace and work in the militia for Nathan Firestaff, the Solace sheriff. Nathan is concerned about recent Goblin sightings on the road to Haven and is worried this will lead to attacks on merchant caravans and travellers. He has asked the characters to be employed as caravan guards for the merchants caravan to Haven and to investigate any Goblin activity they find...

The caravan owner is Noel. He has employed 2 guards plus the characters. In the caravan there are 4 carts, 8 drivers, Noel and his son Nob. They are transporting timber and trappers’ furs to Haven, collecting wine and food to bring back. Its about 8 to 10 days there, stop for a day or two then same time back.

First day

This day is mostly uneventful. Caravan stops near Crystalmir lake about 12 miles from Solace.

As they stop for the night each player makes a perception check, difficulty 10. If they fail one of the other guards will see it and call them over.

Something in the bushes near the path. If they go and check they find a human body that’s clearly been there a while, an arrow stickingout its back. A further Perception check (difficulty 15) reveals it’s a Goblin arrow with black partridge feathers. If no one gets this a guard will state looks like a Goblin arrow.

The dead body name is unknown, there is a pack but that’s torn open and any contents are long gone. If they search the body they make a Dexterity check against difficulty 10 to find a leather scroll hidden inside the backpack. See Item 1.

If the character bury the dead mans body they are visited by a dream where a stranger thanks them and wishes them well, the stranger warns them not to trust the seekers.

Players gain 50xp for spotting the body and a further 50 for finding the letter.

Second day

Caravan passes through an area known as the twin flat, a wide valley where travel is fairly easy, passes.

If the characters make a Perception check against 14 they will realise they are being watched from the trees. If they investigate this they can make a further Perception check against 10 to identify Goblin tracks.

Third day

Noel asks the characters to go ahead of the caravan to check the way forward. At the end of the valley the road goes through a narrow gorge between the Fasin and Tasin mountain peaks, this is known as Twin Peaks vale. The characters find the way blocked with two fallen trees. Make an observation roll (wisdom, difficulty 8) to determine these two trees did not fall this way naturally.

If the characters approach the trees, they will be able to determine on a wisdom check (difficulty 5) that it would take horse and ropes to move the trees.

Nothing untoward happens until the caravan approaches, about ½ an hour later. At this point there is a shout from Goblins and Arrows fly from the nearby trees.

Each player has two arrows fired at them. Attack of +2 and if they hit damage of 1D6. Soon after two Goblins charge the characters.

Goblin Hurach armed with a hand axe and shield Initiative +2 HP 10 Attack +3 Damage 1D6 AC 12 Equipment 4cp, Dried rat, Leather armour, Dwarf leather belt (Perception check v 10 to value 10sp), short bow, 4 arrows.

Goblin Crask armed with a short sword and shield Initiative +2 HP 10 Attack +3 Damage 1D6 AC 12 Equipment 5cp, Animal claw (Animal handling check v 10 to identify Bugbear claw worth about 5 sp), leather armour, short bow, 6 arrows.

Goblin Norn armed with a great club initiative +0 HP 10 Attack +2 Damage 1d8 AC 10 equipment 5cp pouch of coloured stones (nature check v 10 some are semi-precious worth about 5sp), leather armour, short bow, 5 arrows.

Two guards are hit by arrows, one is killed. Noel is struck unconscious. Nob and his cart are taken by Goblins during the combat. One Goblin is slain (Other than any killed by characters).

The dead Goblin not killed by the characters has 3 cp leather armour, a dagger (1D4 damage), a broken short bow and 2 arrows.

Characters can make a medicine roll against difficulty 12 to help Noel recover. This can be undertaken once per hour.

When Noel recovers, he begs the characters to track the missing cart and find his son. He offers rewards if this is done and gives the characters two three dose 2D6 hp potions of healing to aid them.

This encounter is worth 100xp for surviving, 50xp for each goblin killed and a further 10xp for healing Noel.

Trailing the Goblins

A perception check against difficulty 10 will identify the route the Goblins have taken with the cart and Nob. The Goblins appear to be heading towards the Fasin peak, towards the Darken Woods where no one goes and returns.

Trailing the cart the characters hear Goblin voices ahead. If they undertake an intelligence save against difficulty 8 they will realise the Goblins are speaking a very accented version of Common tongue.

If the characters make a stealth roll against 10 they can get close enough to listen to what is being said. The characters will find the cart, a pony and a cave. There is a Goblin and Human talking and will hear the following:

Goblin Trass (angry): There wuz twice as many guards as we wuz told, Lost two lads.

Nedrick: You will be compensated, Trass. It was worth it to get the cart.

Goblin Trass: Compensation is it? We wants heads, not compensations Nedrick!

Nedrick: pipe down! You want to announce to the world what we are up to?

Goblin Trass: Enough! We get this cart unloaded, sort out your man then we get heads. Kel! Narl! Come here and get this cart unloaded!

Nedrick: lets get this over with that fool Nob…

The Goblin Trass and Nedrick walk into a cave that goes into Fasin mountain. Other Goblins come out of the cave and start unstrapping the loads on the cart.

If the characters fail the stealth roll there is a `crack` from a twig stepped on by the character…The Goblin and Human are on their guard and cease talking. The Goblin calls out in Goblin tongue and 3 Goblins come out of the cave. One stands guard with a bow the other two start unpacking the cart. The Goblin and Human enter the cave.

The Cave

The Goblins are about 20 yards from the cave mouth. If the characters want to go in they will need to either drive off or kill the Goblins.

The characters could circle round and get between the Goblins and the cave mouth to drive the Goblins away from the cave or kill them. The Goblins will fight until one is killed then they will attempt to flee either towards the cave or out into the woods.

Goblin guard Sheck armed with a short sword Initiative +2 HP 10 Attack +3 Damage 1D6 AC 12 Equipment 10cp, Leather armour, small shiny stone (nature check v 10 to identify an amethyst worth 5sp) short bow, 8 arrows.

Goblin Kel armed with a dagger Initiative +2 HP 10 Attack +2 Damage 1D4 AC 8 Equipment 2cp.

Goblin Narl armed with a club Initiative +2 HP 10 Attack +2 Damage 1D4 AC 8 Equipment 1cp.

Goblin Rakk armed with a club initiative +2 HP10 Attack +2 Damage 1D4 AC 8 Equipment 3cp.

If they check what is in the boxes in the cart they will find its timber. If they carry out a perception check against difficulty 10 they will find weapons hidden under the timber. Weapons include axes and swords.

If any of the Goblins have retreated into the cave they will be in area 2 and will have armed themselves with swords (1 D6 damage).

Once inside the cave there is a flickering light coming from area 1 while area 2 is very dark and appears to have a number of crates and boxes in there.

Area 1: Single lit torch on the wall, 6 unused torches stacked up against the wall.

Area 2: Here there are 8 wooden boxes and crates. Some are opened. The crates hold weapons such as maces, axes, daggers and swords, none are great quality. There would be enough to arm around 30 people.

If the characters search the boxes a perception check against 12 will find a hidden compartment in one of the crates with a black sword and a pair of black leather gloves. Touching the sword gives the character an electric shock (no damage). If it is wrapped in cloth or gloves are worn it can be picked up and wielded safely.

The black sword is magical. When wielded the holder can feel a humming coming from the blade. When it hits a target, the target receives an electrical shock. Weapon damage 1d8 + 1d4. If wielded without the gloves it also delivers 1d4 damage to the wielder on each hit.

Area 3: There is a rough-cut cave here with iron railing door locked. There is a bed within with someone laid on it. They do not react to being called, may be dead, may be asleep or unconscious.

To force their way in a strength roll against 16 will break the lock.

Inside is an Elf laid up on a bed dressed in rags. He appears asleep and unresponsive. A medical roll against difficulty 10 reveals the elf has been drugged a further medical test against 14 will identify the antidote is milk.

Area 4: There is another rough-cut cave this one has a locked chest and a table with a pitcher of white liquid. Strength roll against 8 will break the chest lock. Inside the chest there is a set of elven leather armour, a pair of white gloves and a belt with sheath and a white sword. There is also a pouch of sand.

A perception roll against 10 will identify the belt as exceptional quality, about 1gp in value. If the sword is touched it feels ice cold. If picked up while wearing the white gloves it can be safely wielded. Holding the sword, the wielder can hear faint sounds of a blizzard wind. Sword does frost damage 1d8 +1d4 damage.

A perception roll against 10 will reveal the elven armour gives 14 AC while being light as studded leather armour.

The pitcher contains milk. If they give this to the Elf he will recover but will remain weak. He will state his name is kalanthus from Qualinesti. He was captured some time ago, maybe a few days and held here.

Kalanthus suggests the characters take the elven armour and weapon if they intend to tackle Nedrick, he also warns them that Nedrick uses magic and that if they throw the sand in the air, it will confuse Nedrick’s magic.

Area 5: There is a thick wooden door to this room, it is unlocked. From the other side of the door the characters can hear what appears to be Goblin voices. They are speaking Goblin tongue so it cannot be made out what’s being said but it appears to be an argument. If the characters succeed in a perception roll against 10 they will work out there are three voices in there.

If they open the door three Goblins can be seen within… Chief Trass will send his Goblins against the characters and attempt to strike the characters with the whip while the Goblins fight. if a Goblin falls, he will drop the whip, pull out his sword leap to the attack himself.

Goblin Chief Trass armed with a sword, whip and shield. Initiative +1 HP 12 Attack +4 Damage 1D8 20cp. Goblin has a pouch with 4 amethyst gems (nature check against 10 to identify they are worth about 10sp each.

Whip attack (alternates between each character) 1 attack per round damage 1d4

Goblin Klut armed with a mace Initiative +2 HP 10 Attack +2 Damage 1D6 AC 8 Equipment 2cp.

Goblin Morg armed with a club Initiative +2 HP 10 Attack +2 Damage 1D6 AC 8 Equipment 1cp.

Goblin Bolg armed with a hand axe Initiative +2 HP 10 Attack +2 Damage 1D6 AC 8 Equipment 3cp

In the room there are a table with small chest, bowls of food (dried meats) and a bottle of wine.

On the wall there is a hook with an old metal ring with 4 keys on it. The chest is locked, one of the keys on the ring will open it. It is full of copper coins! Once counted it comes to 187cp under the coins is a red dagger, belt and sheath, and pair of red leather gloves. An Arcane check against 10 will reveal this is a magic dagger. If handled the dagger gets very warm very quickly to the point where it has to be dropped or will give heat damage to the wielder. If the gloves are worn it wont heat the wielder. The dagger does 2D4 damage (1D4 is heat) and the wielder can hear the feint sound of fire when the dagger is wielded in this fashion. Also the dagger has +2 initiative.

The door to the south of the room is shut but not locked.

Area 6: The door to this room is locked. To force the door would require strength roll against 14. One of the keys on the iron ring fits the lock.

When opened there is a chest in here and a rack with 6 spears. There are also 5 hooks in the wall with two human sized leather armour hung up.

The chest is locked, Nedrick has the key. To force the chest lock it’s a strength roll against 14. Inside the chest there are five bags of 25sp, 10 bags of 10cp, a pouch with 5gp and a bag with 6 gems (2 rubies, 2 emeralds, 2 sapphires) Nature check against 10 to identify the rubies are worth about 20sp each, the sapphires are worth 15sp each and the emeralds worth 10sp each. All in all, a good haul!

Area 7: The door here is shut but not locked. Inside can be heard voices speaking common tongue. If the characters listen, they will hear Nedrick and Nob talking…

Nedrick: The quality isn’t good Nob, I am not happy and neither are my masters. These weapons are not the work of Theros for sure!

Nob: But you are not paying Theron’s prices! And if I order 50 swords from Theron you think the high sheriff is not going to take an interest?

Nedrick: What? Mad Nathan? That washed up old freebooter is nothing to be feared! When the High Theocrat comes, he will soon be put in his place¬

Nob: Don’t be so sure of your Theocrat Ned, Nathan is a hardy old warrior, and the townsfolk like him.

Nedrick: He won’t be so popular when the raids start. We will soon take the power from him and run him out of Solace, or ensure he has some sort of accident…

At this point Nedrick calls out loudly: Trass! Trass! And then opens the door where the characters are.

Nedrick jumps back, draws his sword and a wand. Nob dives to the floor and cowers. Nedrick shouts out a magic word and points the wand to the floor.

If the player with the sand, has it out ready and wishes to use it both Nedrick and the player with the sand pouch make an initiative roll, if Nedrick succeeds the spell works and an earth golem grows from the floor and attacks with full strength. If the player gains initiative the sand is thrown before the spell is completed and Nedrick cries out in pain dropping his wand.

Earth golem (full strength) has two simultaneous attacks HP 25 Attack +3 Damage 1d6 AC 15

Earth golem (partial strength) as above but HP 12 Attack +1 Damage 1d6 AC 12

If the players used the sand Nedrick is unable to fight.

If the players did not use the sand Nedrick launches magic missiles every other round with an attack of +2 and damage of 1d6.

If the golem is defeated Nedrick throws a pouch to the floor which creates a mighty explosion temporarily blinding everyone. When the air clears, Nedrick is gone, and Nob is left whimpering on the floor.

If the characters search the room a perception v 14 will find a secret door where Nedrick must have escaped, however it appears to be barred from the other side. No amount of forcing will open it.

Nob will whimper and cry about being forced and threatened to sell weapons, he will offer to pay the characters not to turn him in. He offers 50gp each for their silence.

If asked Nob will say Nedrick is from Haven and is involved with the seekers of the new gods, a new religious order.

In the room they will find a table, chairs, a cupboard with pots of dried foods and bottles of wine. There is a large chest which Nedrick has the key for. If they go to open it Nob begs them to stop as he says its trapped if its forced (which is true). If forced (strength roll against 14) the chest breaks and a noxious gas is released from the lid causing 1d6 damage to anyone in the room and destroying anything flammable such as paper in the chest. The chest holds the following:

Burnt paper which is now illegible.

A medallion made of what appears to be iron painted gold with the name Omalthea on it. It is a stylised sun on an iron chain.

A 4-dose potion (arcana check against 5 reveals it’s a potion of healing each dose heals 1d6 HP.

A gold ring with diamond (arcana check against 10 reveals it is a protection ring, but unsure about what) It is in fact a protection from poison ring, +10 to poison saves.

A gold ring with a ruby (arcana check against 10 reveals it is a protection ring, but unsure about what) It is in fact a protection from fire ring, +10 to any save relating to fire or heat, take half damage from fire including magical fire.

Scenario is complete. XP award is as follows:

100 for rescuing Kalanthus

200 for defeating Trass and the Goblins

250 for defeating Nedrick