_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)

## 🗺️ MAP 2 — WOODLAND AMBUSH PATH

## 🗺️ MAP 3 — COLLAPSED WATCHTOWER CAMP (FINAL MAP)
