_A Level 1 Introductory Mini-Adventure_ ### Adventure Type Exploration • Light Combat • Social Resolution **Recommended Party Level:** 1 (3–5 characters) **Tone:** Lightly comedic, grounded, instructional --- ## ADVENTURE SUMMARY Grunk, an overeager goblin newly attached to the guild, has decided that the best way to “upskill” as an adventurer is to go on a _real mission_. He has heard rumours of bandits operating along the woodland roads outside the city and insists on coming along to help investigate. The guild agrees to send the party — **on one condition**: the bandits are to be dealt with, **and Grunk must come back alive**. What begins as a simple scouting job quickly reveals that the so-called bandits are not villains, but desperate people displaced by undead activity linked to the lingering fallout of Zargathax’s campaigns. The party must decide how to resolve the situation — through force, negotiation, or clever problem-solving — while ensuring Grunk survives his first taste of adventuring. This adventure is intentionally designed to **teach new players how D&D works**, emphasising creativity, restraint, positioning, and consequence over lethal combat. --- ## PRIMARY OBJECTIVES The party succeeds if they accomplish **all three**: 1. **Confirm bandit activity** in the area 2. **Neutralise the threat** (drive off, disband, or relocate the bandits) 3. **Keep Grunk alive** and mostly un-traumatised Optional success includes resolving the situation **without unnecessary bloodshed**, earning additional goodwill. --- ## ACT I — THE WAYSTATION SCOUT ### Narrative Setup The party is led to an old roadside waystation — once a rest stop for merchants, now half-swallowed by vines and moss. Its roof has collapsed, crates lie broken, and the ground is marked with overlapping boot prints. Grunk becomes visibly excited. > “This is it. This is real adventuring. I go first.” He insists on scouting ahead. --- ### Scene Goals - Teach investigation and perception - Allow Grunk to participate safely - Establish that failure does not immediately mean combat ### Encounter: Skill Challenge — _Scouting the Ruins_ Run this as a **group skill challenge**: **3 successes before 2 failures** **DC:** 10 (intentionally forgiving) |Skill|What It Reveals| |---|---| |Perception|Fresh footprints, cold campfire ash| |Survival|Rough count of how many passed through| |Investigation|Broken crates, stolen supplies| |Stealth|Moving quietly without startling wildlife| Grunk accompanies the party and causes **one complication**, chosen or rolled: 1. He steps on a twig (loud crack) 2. Drops a dagger with a clatter 3. Sneezes violently 4. Surprisingly performs well (advantage on next roll) Failures do **not** cause combat. Instead: - A crow takes flight - A rabbit bolts into the woods - Distant voices briefly fall silent, then resume This establishes early that **mistakes create tension, not instant danger**. --- ### Outcome of Act I The party confirms: - Bandits are active - Their numbers are small - They are moving between camps rather than holding territory Grunk leaves this scene feeling proud — and alive. --- ## ACT II — THE WOODLAND AMBUSH ### Narrative Setup Following the trail, the party enters a narrow forest path. Fallen logs line the road, and dense undergrowth presses in from both sides. The woods go quiet. A voice calls out from cover: > “That’s far enough. Turn back.” --- ### Scene Goals - Introduce initiative and positioning - Teach cover, movement, and retreat - Reinforce that combat does not have to be lethal --- ### Encounter: Non-Lethal Ambush **Enemies:** 2 Bandits Use standard **Bandit** stat blocks with the following changes: - **HP reduced to 8** - They flee at **half HP** - They do not target Grunk unless directly attacked Bandits fight defensively, using: - Logs for half cover - Disengage and Dash - Warning shouts rather than kill strikes If the party pauses or speaks, one bandit admits: > “We don’t want trouble. We just need food.” --- ### Grunk’s Role Each round, Grunk: - Uses the **Help** action on one PC _or_ - Hides and shouts unhelpful encouragement > “Aim for knees! Or eyes! Or— wait, torso is good too!” --- ### Outcome of Act II The bandits retreat toward their camp. The party now knows: - These are not hardened killers - Something has forced them into this situation ## ACT III — THE WATCHTOWER CAMP ### Narrative Setup The trail leads to a collapsed watchtower surrounded by tents and a low cookfire. Crates and barrels are stacked carelessly. One bored lookout watches the treeline. The camp feels **temporary** — not fortified. --- ### Scene Goals - Encourage creative problem-solving - Teach environmental interaction - Allow players to influence the final encounter before initiative ### Puzzle Encounter: _Splitting the Camp_ Before combat begins, allow players to act freely. Possible approaches include: - Knocking over the cooking pot to draw bandits away - Creating noise to pull guards off position - Crawling through rubble for stealth entry - Calling out openly to talk There is **no correct solution**. Any clever plan: - Grants advantage - Removes 1 enemy from the final confrontation - Or avoids combat entirely Grunk suggests something questionable but usable: > “What if… we all shout in different directions?” --- ## ACT IV — MARA VELL ### Narrative Setup From the watchtower steps **Mara Vell**, the bandit lieutenant. She is tired, unarmoured, and alert. Her hand rests near her weapon, but she does not draw it. > “If you’re here to kill us, do it. > But know we didn’t start this.” --- ### Scene Goals - Introduce social conflict resolution - Provide lore organically - Allow player choice to matter ### Social Resolution Players may attempt: - **Persuasion (DC 10):** Convince them to relocate - **Intimidation (DC 12):** Force them to move on - **Insight (DC 10):** Learn they were displaced - **Deception (DC 10):** Claim guild protection nearby If combat occurs: - Mara fights defensively - Surrenders at half HP - Immediately calls a halt if Grunk is endangered ### Lore Reveal (Twist) Mara explains: - Undead patrols pushed them from their homes - Family members were lost to necromancy - They never wanted this life This ties directly into the wider fallout of Zargathax without exposition dumping. ## RESOLUTION ### Peaceful Resolution - Bandits leave within a day - The guild gains reputation - Grunk gains **Intern’s Pride** _(One free Inspiration next session)_ ### Violent Resolution - Bandits are defeated or driven off - Grunk survives but is shaken - A later guild conversation reinforces restraint --- ## 🗺️ MAP 1 — ABANDONED WAYSTATION (SCOUTING MAP) ![Image](https://dicegrimorium.com/wp-content/uploads/2024/04/Snowy-Roadside-Cabin-Gridded-26x39-MapPublic2-683x1024.jpg) ## 🗺️ MAP 2 — WOODLAND AMBUSH PATH ![Image](https://i.etsystatic.com/31334891/r/il/f65c10/4122622861/il_fullxfull.4122622861_jliy.jpg) ## 🗺️ MAP 3 — COLLAPSED WATCHTOWER CAMP (FINAL MAP) ![Image](https://i.pinimg.com/736x/df/4a/aa/df4aaa20ac9df200aeaec924af10e607.jpg)