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Ashes of Phandalin: The Goblin Moon

Forgotten realmheroic Lv. 1 · 5 players

Ashes of Phandalin: The Goblin Moon

A goblin warband led by a cunning shaman has raided the farmsteads east of Phandalin, burning crops and dragging off captives to their lair in the ruins of Conyberry. The adventurers must track the warband through Neverwinter Wood, negotiate or fight their way past a goblin scout ambush, and storm the ruined shrine where the shaman performs a blood ritual to call down Maglubiyet's blessing — before the last captive is sacrificed at moonrise. Every minute counts, and the heroes' choices will determine whether Phandalin's harvest survives the coming winter.

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Read Aloud

You arrive at the edge of Phandalin just as the last tongue of orange flame dies over the Alderleaf farm to the east, leaving a column of black smoke coiling into the morning sky like a crooked finger. The smell of scorched grain and overturned earth fills your lungs, acrid and heavy. Terrified farmers crowd the Stonehill Inn's porch, clutching one another; a woman in a flour-dusted apron kneels in the mud of the main road, weeping into her hands. Toben Stonehill, the innkeeper, pushes through the crowd and grabs the nearest of you by the sleeve, his voice cracking: "Goblins — a whole pack of them, shrieking and waving torches — they took my neighbor Mira and her two boys not an hour past. Please, there's no militia left in this town. You're all we've got."

Description

The party arrives in Phandalin moments after a goblin raid on the Alderleaf farm. Three villagers — farmer Mira Alderleaf and her sons Pip and Cob — have been taken captive. Toben Stonehill (the innkeeper) serves as the distressed quest-giver. Tracks lead northeast into Neverwinter Wood toward the ruins of Conyberry, roughly six miles distant. Moonrise — and the shaman's ritual deadline — is approximately four hours away. Charred fence posts around the farm are carved with crude goblin runes meaning "Maglubiyet watches."

DM Notes

DC 12 Wisdom (Perception) or Intelligence (Investigation) at the farm: the party finds a dropped wolf-tooth talisman identifying the warband as the Mooncrush tribe. DC 10 Wisdom (Survival) by the Ranger: clear boot-and-paw tracks lead northeast; the Ranger's favored enemy bonus applies here, granting advantage. DC 14 Intelligence (History) or (Religion): a character recalls that Conyberry holds a ruined shrine once dedicated to a nature deity, now long desecrated — a fitting site for a dark ritual. Award 1 Inspiration to the first player who asks a villager a specific, character-driven question. The urgency of moonrise should be communicated naturally: Toben points at the sun's position and says "By my reckoning, moon's up before supper."

Read Aloud

The forest swallows you whole within moments of leaving Phandalin's outskirts. Ancient oaks press close on either side of a dirt trail that smells of pine resin, damp moss, and something else — something metallic, like old blood baked into bark. Sunlight fractures through the canopy into pale green shards that shift and breathe with every gust of wind. The track is easy enough to follow at first: crushed bracken, a child's leather shoe half-buried in mud, a smear of goblin-green warpaint on a birch trunk. Then the trail splits at a moss-covered standing stone, one fork curving northwest toward a dry streambed, the other diving deeper east into shadow — and somewhere ahead, just at the edge of hearing, you catch the rhythmic clank of bones tied to a rope, swinging in the breeze.

Description

This is a travel and navigation scene doubling as a non-combat skill challenge. The party must follow the Mooncrush tribe's trail through Neverwinter Wood without losing time or alerting the goblins. The standing stone is an old Netherese waymarker, its carved script long eroded. Bone chimes hanging from a branch mark the start of goblin territory and serve as an alarm if disturbed. The correct path is the east fork (DC 13 Wisdom (Survival) to confirm, advantage for the Ranger). The northwest fork leads into a boggy deadfall that costs 30 minutes. Hidden along the east path are two crude pit traps dug by the goblin rear guard.

DM Notes

Skill Challenge — Success before 3 Failures: the party arrives at the ambush site with time and resources intact. Each failure costs 20 minutes. Suggested checks: DC 13 Wisdom (Survival) to pick the east fork correctly; DC 12 Wisdom (Perception) to spot the first pit trap (3 ft. deep, 1d6 bludgeoning damage on a failed DC 10 Dexterity save); DC 11 Dexterity (Stealth) as a group to avoid rattling the bone chimes (failure alerts the ambush goblins in Scene 3, removing the party's surprise round). The Druid may cast Speak with Animals on a squirrel or crow to get a shortcut hint (automatic success for that check). The Ranger's Pass Without Trace, if learned, trivializes the Stealth check — reward the player but note the goblins are now unaware and the party gains surprise in Scene 3 automatically.