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Module

The Road to Fallcrest

North Road goblin ambush and goblin cave — rescue Mara the courier before Fallcrest.

Module — The Road to Fallcrest

Status: Ready to run. Replayable intro module for 1st-level adventurers: North Road ambush → hillside cave / watchtower → rescue Mara → Fallcrest gates.

Canonical PDFs & Handouts:

Live Session Plan: Session Plan 1: Road to Fallcrest


Overview & Adventure Background

Local goblin bands near Fallcrest have grown unusually bold, staging ambushes along the North Road and raiding merchant traffic. In truth, these goblins are receiving indirect backing from criminal gangs operates out of Fallcrest (the Hammers), who pay them for stolen cargo and maps.

During the party’s journey to Fallcrest, a goblin warband ambushes their wagon on the road. The goblins have recently captured Mara, a royal courier carrying a sealed satchel and an ancient Ethium map intended for Nimozaran, the High Wizard of Fallcrest. If the party tracks the goblins to their hillside cave and rescues Mara, she will vouch for them at Knight’s Gate and invite them to a victory feast at the Blue Moon Alehouse.

Alternate Map Layout: If preferred, the DM can stage the final rescue inside a ruined hillside watchtower (ground floor + upper floor) instead of a natural cave using the session-01-one-pager.png.


Key Areas & Read-Aloud Descriptions

1 — North Road Ambush Site

Dense pine woods crowd the muddy road. A fallen oak trunk partially blocks the wagon track.

Read Aloud: Dense pine forest looms over the muddy road, casting long shadows across the track. Up ahead, a giant oak trunk lies across the trail. Through the damp moss, a glint of yellow catches the light — a small pile of painted wooden coins lying in plain view.

  • Perception / Search (DC 10): Realizes the “gold coins” are wooden decoys painted yellow — a classic goblin lure.
  • Encounter: 3 to 5 Goblins (scale: 3 goblins for 3 PCs; 4–5 goblins for 4–5 PCs).
  • Tactics: Goblins fire shortbows from tree cover using Nimble Escape (Bonus Action to Hide/Disengage). When two goblins fall, or if one drops below 3 HP, it flees north into the brush toward the cave trail.

2 — The Forest Trail & Clearing

Overturned bushes, broken twigs, and blood spots lead uphill into the rocky foothills.

Read Aloud: The narrow game trail winds steeply into the rocky hills. Scuffed footprints and torn green cloth mark the mud. Resting against a mossy boulder lies a battered iron shield, emblazoned with the crest of Fallcrest — a silver falcon over a stone tower.

  • Tracking (DC 10 Survival): Confirms a human figure in leather armor was dragged uphill by small, clawed boots.

3 — Cave Mouth / Watchtower Approach

Wisps of woodsmoke rise from a dark fissure in the hillside.

Read Aloud: A dark cave opening gapes in the cliffside, choked with thorn bushes. The pungent stench of woodsmoke and roasting meat drifts from within. A rickety wooden lookout platform overlooks the entrance.

  • Bored Sentry Event: A goblin lookout rests on the platform. Every few minutes, shouting erupts from inside the cave (“Ratbag stole the meat again!”), distracting the sentry and giving stealthy PCs advantage on sneaking past (DC 10 Stealth).

4 — The Subterranean Fork

The cave corridor splits into two stone tunnels.

Read Aloud: The damp corridor divides. To the west, faint chatter and the clatter of bone dice echo down a narrow passage. To the north, heavy boot tracks lead past a suspicious layer of loose leaves on the tunnel floor.

  • West Passage: 2 Goblin Warriors arguing over a game of bone dice.
  • North Passage — Pit Trap (DC 12 Perception): A 5-foot-deep concealed pit covered with thin branches and dirt. A creature stepping on it falls for 1d6 bludgeoning damage (DC 12 DEX save to catch the edge). Goblin tracks clearly circle around the rim.

5 — Great Cavern (Boss Lair)

A large subterranean chamber lit by smoky torches and filled with stolen crates.

Read Aloud: Torchlight flickers across a vast cavern. Stolen merchant crates and sacks are piled high. At the far wall, bound to a heavy wooden post inside a crude iron cage, sits a young woman in a courier’s tunic, her satchel lying near the cage door. Standing before her is a squat goblin boss wearing a ragged velvet cloak and brandishing a rusty broadsword.

  • Encounter: Goblin Boss, 2 Goblin Guards, and Ratbag (a giant rat the size of a hunting dog).
  • Fail-Safe / Boss Action: If the fight turns against the Goblin Boss (HP $\le$ 5), he threatens to strike the captive unless the party lets him escape through a rear escape tunnel.

Encounters & Creature Stats

North Road Ambush

CreatureACHPAttacks & Traits
Goblin Ambusher (×3–5)137Shortbow +4 (1d6+2), Scimitar +4 (1d6+2). Nimble Escape (Disengage/Hide as Bonus Action).

West Gambling Room

CreatureACHPAttacks & Traits
Goblin Warrior (×2)137Scimitar +4 (1d6+2). Distracted by dice game (disadvantage on passive Perception).

Great Cavern Boss Fight

CreatureACHPAttacks & Traits
Goblin Boss1412Scimitar +4 (1d6+2). Boss Command (once/fight, directs an ally to move 15 ft). Flees at $\le$ 4 HP.
Goblin Guard (×2)137Scimitar +4 (1d6+2), Shortbow +4 (1d6+2). Nimble Escape.
Ratbag (Giant Rat)127Bite +4 (1d4+2). Pack Tactics (advantage on attacks if an ally is within 5 ft).

Treasure & Rewards

Shared Quest Rewards

  • Silver Goblin Dagger: Fine silver-bladed dagger (worth 25 gp or usable as a +0 silver weapon against beasts/monsters).
  • Charm of Bravery: Single-use charm allowing a player to re-roll one failed saving throw.
  • Shield of Fallcrest: +1 AC shield emblazoned with the Fallcrest falcon.
  • Courier’s Satchel: Contains Mara’s royal scroll and an ancient Ethium outer-ruins parchment map for wizard Nimozaran.
  • Loot Box: 35 gp, 120 sp, 1 × Potion of Healing (2d4+2 HP).

Key NPCs

NPC ProfileRole & Personality
Mara the Courier ProfileBrave 19-year-old royal courier. Grateful if rescued, vouches for the party at Knight’s Gate, invites them to the Blue Moon feast.
Escort Guard (Deceased)Fallen guard found on the trail; carried the Fallcrest warded shield.
Goblin BossCowardly bully who flees through a tunnel if cornered.

Transition & Next Steps

  • If Mara is Rescued: She accompanies the party to Fallcrest. Knight’s Gate guards wave them through, and she hosts them at the Blue Moon Alehouse → blue-moon-fallcrest.
  • If Mara is Missed: The party can still reach Fallcrest, but must negotiate entry with Captain Murgaddin and find another hook to wizard Nimozaran.

Maps & Visual Assets

Asset NameView Link
Session 1 One-Pager Mapsession-01-one-pager.png
Goblin Cave Mapgoblin-cave.png
Goblin Cave (Alternate Layout)goblin-cave-alt.jpeg
First Loot Handoutloot-session-01.png

CategoryReference Link
Session LogSession 1 Play Log
Session PlanSession Plan 1: Road to Fallcrest
Novel ChapterChapter 1: The Road to Fallcrest
Next Moduleblue-moon-fallcrest
Place LoreFallcrest Town Lore