Borderlands Quest: Goblin Trouble

AdventureBQGT2024

Borderlands Quest: Goblin Trouble

A short adventure for four to six level 1 characters

Borderlands Quest: Goblin Trouble is a Dungeons & Dragons adventure that introduces four to six new players to the game and teaches you, the Dungeon Master, how to run it for them. This short adventure is meant to last approximately 1-2 hours of play.

Below relevant adventure text, you'll see sidebar boxes like the one below with helpful information and tips on adventure presentation and rules.

Preparation

Before running the adventure, prepare as follows:

  • Step 1. Read through the adventure once.
  • Step 2. Review the characters. It is recommended to use the premade characters on D&D Beyond (see the list below).
  • Step 3. Reference the monsters (open monster entries or bookmark physical books). They all appear in the 2024 Monster Manual or D&D Beyond Basic Rules (available for free on D&D Beyond).

Here's a list of the stat blocks needed to run the adventure:

Here are the premade characters you may want to use for the adventure:

  • Sheila, Human Rogue
  • Presto, Human Wizard
  • Niko, Human Cleric
  • Hank, Human Ranger
  • Eric, Human Fighter
  • Diana, Human Monk
  • Bobby, Human Barbarian

Dungeon Mastering the Adventure

To play this adventure you'll need either the D&D Beyond Basic Rules or the 2024 Player's Handbook, Dungeon Master's Guide, and Monster Manual.

Introducing Characters

To run this adventure, first present the character sheets in front of the players and read the following text, which covers the basics of a character sheet.

You should use the character sheets present on D&D Beyond as noted above. These are available to claim by navigating to Premade Characters. Instruct the players to find them on their D&D Beyond accounts by navigating first to Collections, then My Characters, then Create a Character, and finally to Premade Characters.

If you are an experienced Dungeon Master, you may wish to make another group of level 1 characters for your players to claim on D&D Beyond.

Let the players ask any questions about the character sheet. When it seems like they're ready to begin the adventure, read the following.

Introducing the Game

Once the players have familiarized themselves with their characters, you're ready to introduce the game.

Tips for Dungeon Masters

  • Rule 0. Rule 0 of D&D is simple: Have fun. It's fine if everyone agrees to change the rules as long as doing so means the game is more fun for everyone.
  • Be Supportive. The players and the DM are all on the same team. DMs aren't playing against the characters. The DM wins when the players have fun and the story is exciting and memorable.
  • Use "Yes, and..." or "No, but...". Allow the players to succeed as much as possible and participate in the story. If they want to try something unexpected, try to say "yes" and work their ideas into the story. If you have to say "no" to an idea, suggest options that might work.
  • Use Your Imagination. Adventures are an outline for your game. Change or add anything that makes the game more fun. What does a monster smell like? That's up to you, or you can ask the players what they think!
  • NPCs Are Your Voice. While the players determine what their characters do, the DM controls the other characters in the game. Nonplayer characters (also known as NPCs) are a great tool for you to help the characters understand the game and the story, and to work information into the story smoothly.
  • Allow Alternatives. D&D is a game of fantasy where heroes use wits, skill, and determination to overcome obstacles. Sometimes those obstacles are defeated with weapons and spells, but characters can succeed in other ways. Communicating with monsters, tricking them or frightening them away, or avoiding a fight while cleverly sneaking past a challenge can be just as much fun.
  • Listen to Your Players. Encourage your players to speak to you, publicly or privately, if something in the game upsets them. Then respond appropriately. For instance, you can move past upsetting topics by quickly narrating a resolution to a scene, then quickly move to the next part of the story.

Introducing the Adventure

When the players have selected and reviewed their characters, you're ready to begin the adventure.

Map of the Cave

The map used for the cave is called "Underdark Warren" and is also found in the 2024 Dungeon Master's Guide. Each section below mentions where on the map the various encounters are found. Additional areas on the map not referenced are not used for this adventure.

The Cave Entrance

The characters enter the cave from the eastern edge of the map. The characters may want to do some reconnaissance before entering the cave.

  • Look into the Cave. By shining a light or peering into the cave entrance, the characters see a tunnel that goes deeper into the hillside and curves down and out of sight. There's no one immediately inside the entrance.
  • Studying the Area. No D20 Test is needed to learn that this is a well-traveled entrance, with very recent goblin tracks leading in. If a character succeeds on a DC 15 Wisdom (Perception or Survival) check, they also notice a pair of human-sized boot tracks leading into the cave. The tracks indicate that two people walked into the cave within the last hour on their tiptoes.

In this case, nothing else they do is likely to move the action of the adventure forward. If it sounds like they plan to wait outside for something to happen or otherwise spend time not entering the cave, remind them that there might be other exits to these caves somewhere else, so waiting or spending too much time doing other activities could mean that the bowl will get away from them while they wait. As a Dungeon Master, you control the story, so you have the power to change the world around them to spur them to action.

Dead Spiders

When the characters enter the cave, they see a passage leading deeper underground.

The ceiling is 15 feet high, but the webs cover the top five feet of the ceiling all along this area. The webs are flammable. Burning them up drops the dead spiders entangled within them.

Entangled Spiders

Characters who inspect the ceiling can make a DC 12 Wisdom (Perception) check. On a success, they notice the bodies of two Medium-size spiders entangled in the webs. If characters inspect the bodies, they can see several crossbow bolts sticking out of the corpses.

Treasure

If the characters actively search the caverns, they find the desiccated husk of a former adventurer who was eaten by the spiders. Next to the body is a torn backpack. The backpack holds 30 GP, 50 feet of rope, five torches, and a Potion of Healing.

Potion of Healing

A Potion of Healing is a small vial with shimmering red magical liquid inside. If a character drinks the liquid, it restores 2d4 + 2 Hit Points to the character. These Hit Points are added to the character's current Hit Points. A character's Hit Point value cannot be higher than their Hit Point Maximum.

Bowl Bandits

The passage continues onwards, taking the characters north for a while, and then switching back to the south. The caves here are empty, save for some old cobwebs on the ceiling.

Eventually, the characters find themselves on the southeastern side of the map, near some stone steps that lead into a cavern with an underground stream flowing in it. The two bandits who originally helped steal the bowl are in that cavern.

The cave walls around this area are damp with moisture from the nearby stream. Read or paraphrase the following text as the characters near the curving passage, but before they reach the steps leading into the cavern.

The two Bandits, Vonnet and Dilly (an orc woman and a human woman), are in the cavern ahead. The pair sold the bowl to the goblins, then stealthily followed them back to this lair. They hope to steal the bowl back and return it to the keep for a reward so they can get paid twice.

  • Sneaking. Because of the curving passage and steps, the characters can't see the bandits, and the bandits can't see them. If any characters want to move closer to hear, they must take the Hide action and succeed on a DC 10 Dexterity (Stealth) check. Those who succeed get to the bottom of the stairs and can hear what the bandits are discussing without being heard. If a character fails the check, the bandits hear them approach.
  • Listening. Characters can attempt to understand the whispered conversation without moving forward by taking the Search action and attempting a DC 15 Wisdom (Perception) check. On a success, a character learns the information in the "x" section below. On a failure, the sound is still indecipherable.

The Cavern

When the characters look into the chamber, read or paraphrase the following text.

Bandit Plans

If the characters hear the bandits' whispered conversation, they can learn the first bullet point below. They might also learn the rest by talking to the bandits.

  • Vonnet and Dilly are trying to summon the courage to peek around the corner and see what the goblins are up to. They are weighing the odds of being able to survive a fight if they are spotted.
  • Dilly is missing a boot and has a wound on her foot from a spider bite after their fight with the spiders earlier. They defeated the spiders by killing them with their crossbows. She is missing 4 Hit Points.
  • When they sold the bowl to the goblins for 50 GP, there were only three goblins, but there may be more now.

Attack or Talk?

Vonnet and Dilly do not attack unless the characters attack them. As soon as either bandit takes damage, they flee the caves.

If the characters talk instead, Vonnet and Dilly offer to join forces to retrieve the bowl. They offer to split the reward money. A character who succeeds on a DC 15 Wisdom (Insight) check realizes that the pair may seem sincere now, but they are less than trustworthy.

Treasure. If the characters fight and defeat the two bandits, they find 60 GP on each bandit.

Trap

A trap set by the goblins protects their lair.

Rubble Trap

A tripwire located in the mushroom patch near the stream is rigged to pull heavy stones down on anyone moving through the area.

  • Detecting the Trap. If the characters take the Search or Study action to examine the rubble in this area and succeed on a DC 15 Wisdom (Perception) or Intelligence (Investigation) check, they notice a tripwire. A character who notices the trap can easily step over the tripwire.
  • Triggering the Trap. If anyone triggers the tripwire, loose stones on the wall to the east of the mushroom patch fall, spilling rocks into the mushroom patch. Each character in that area when the trap is triggered makes a DC 12 Dexterity saving throw, taking 1d6 Bludgeoning damage on a failed save or half as much damage on a successful one from the barrage of rocks.If the trap is triggered, or if the characters are loud in some other way, the goblins in the room beyond are aware of the intrusion and can't be surprised.If the characters were quiet and avoided the trap, the goblins are surprised when the characters open the door.

Secret Door

The secret door into the final goblin lair area on the eastern cavern wall leading into the room is designed to blend in with the wall. If a character takes the Study action to examine the walls, they find the secret door with a successful DC 10 Intelligence (Investigation) check.

If the trap was triggered, the chamber's shaking causes the secret door to open a bit, allowing the characters to notice it without needing to make any checks.

The secret door is neither trapped nor locked and is easily opened. On the other side of the door is the lair of the goblins, where they bask in the glory of their newly purchased prize: the Bowl of Plenty.

The Prize

When the characters enter the room, adjust this text depending on whether the goblins are surprised. If they're surprised, they are standing around the bowl and not looking at the entry, and you can read the box text below as it is. If they're not surprised, they are in a defensive formation with weapons drawn, and the centipede is at the front of the formation. You can adjust the last sentences of the first and second paragraphs so the goblins are ready to fight.

The five Goblin Warriors include one particularly tough and devious goblin called Sprika. She has tamed and trained a Giant Centipede to act as bodyguards. She carries a gnarled staff that glows with a sickly green light, which she calls her "magic stick." She's bluffed the others into believing she's a spellcaster, but the glowing staff just has a magical glow and functions as though it has the spell Continual Flame cast upon it. During the combat, Sprika continues to shout. She instructs the other goblins to keep the characters away from the bowl, for it is a gift for a powerful "master" in the Caves of Chaos.

Tactics

The goblins, except Sprika, fire arrows from their Shortbows on their first turn, then move to engage in melee combat. Sprika prefers to lead from the back of the group, stowing her "magic stick" and continuing to use her Shortbow unless threatened in melee. The giant centipede moves to the nearest character and attacks.

Sprika refuses to surrender. If Sprika is killed, the rest of the goblins flee the caves. The centipede, however, fights to the death.

Vonnet and Dilly. If the characters made a deal with the two bandits, they pretend to engage in combat, but they don't attack. Instead, they stay back until it looks like they can get to the bowl. Unfortunately for them, the bowl is too hot to pick up, so they simply try to escape once they realize this.

The Forge

The makeshift forge in area 4a occupies the spot at the back of the second room. Whenever a creature is pushed into the forge or starts its turn there, it takes 2d6 Fire damage. The goblins and centipedes do not use this tactic.

Treasure

Sprika's "magic stick" glows with sickly green Continual Flame. Sprika's topaz jewelry can be sold for 50 GP.

Conclusion

The characters can take possession of the Bowl of Plenty after defeating the goblins and their pet. But first, they must pull the bowl out of the fire and let it cool for a few minutes.

When the Bowl of Plenty cools, however, the characters are in for a final surprise.

The Silver Spirit of Plenty

What no one knows is that the Bowl of Plenty is more than a symbol. An actual spirit lives inside the silver bowl. The damage to the bowl and the intense fire from the goblins have harmed the Silver Spirit of the Bowl, forcing it to leave the bowl.

When the characters manage to pull the Bowl of Plenty off the forge, it begins to cool. The bowl is still dented, however. When the bowl is cooling, read the following text.

The Bowl Repair Challenge

The Silver Spirit of the Bowl has 4 Hit Points, and it loses 1 HP for each round that it is not in the Bowl of Plenty. The Silver Spirit cannot enter the bowl until it has been fixed.

Keeping the Spirit Alive

Characters can use healing magic to give the Spirit more Hit Points, but its maximum is 10 Hit Points, and it continues to lose 1 HP each round unless the bowl is fixed.

Vonnet and Dilly

If the bandit pair is still with the characters, they attempt to steal the bowl again, not caring about the fate of the Silver Spirit. The characters might have to fight them off while trying to fix the bowl.

Fixing the Bowl

The bowl can be fixed by a character who uses their action on their turn to repair it in some way. Some of the characters might have special tools. A character who tries to repair it must succeed on a DC 10 check. Strength, Dexterity, or Intelligence are good abilities to use. Characters that are proficient with Carpenter's Tools, Smith's Tools, or Tinker's Tools would be able to use those effectively.

The characters must succeed on three ability checks to properly repair the bowl. If a character has a Mending spell, they can only cast it once; Mending only repairs nonmagical objects, and the bowl regains its magic if the spell is used on it. If a character casts Mending, the characters only need to succeed on two ability checks to repair the bowl.

If the characters fail five ability checks before succeeding on three of them, they accidentally break the bowl. They can still return it to the keep, but the Silver Spirit of the Bowl fades away into nothingness.

Conclusion

The characters can take the Bowl of Plenty back to the Keep on the Borderlands after defeating the enemies. They return it to a hero's welcome and their promised reward of 20 GP each. If the Silver Spirit of the Bowl is safely in the repaired bowl, the characters are given an additional 20 GP each.

Continuing the Story

If the players are interested in more adventures, you can continue the story in the D&D Starter Set: Heroes of the Borderlands available in September 2025. That set provides more information on this area, and plenty of opportunity for more adventures!

The players can also create more customized versions of their characters, or completely new characters, using D&D Beyond.