Ashes of Phandalin: The Goblin Moon
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.
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."
The Neverwinter Wood Trail
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.
Ambush at the Dry Ravine
Read Aloud
The trail drops suddenly into a shallow ravine choked with dead bracken and grey boulders, the bones of an old streambed bleached white as chalk. Scraggly alder trees cling to the ravine walls on both sides, their gnarled roots jutting out like clutching fingers. Everything is very still — not the peaceful stillness of an empty forest, but the held-breath stillness of something waiting. A crow lands on a rock ahead of you, cocks its head, and screams once before erupting into the sky. The arrows come a heartbeat later, hissing down from the ravine walls, and a chorus of high-pitched shrieks fills the air as small, yellow-eyed shapes pour out from behind the boulders, rusted blades gleaming.
Description
The Mooncrush tribe's rear guard — four goblins and one goblin boss acting as a sergeant — has set an ambush in the ravine. The goblin boss fights from elevated ground on the ravine's western wall (10 feet up, three-quarter cover). Two goblins use shortbows from the eastern wall while two charge into melee. If the bone chimes were triggered in Scene 2, the goblins act on their own initiative (no surprise). If the party was stealthy, they gain a surprise round. One melee goblin carries a rough map scratched on leather, showing the route to Conyberry and a crude drawing of a horned figure (the shaman Krix) standing over a bound prisoner. This is the combat encounter — see Encounter card.
DM Notes
This encounter rewards positioning. The Rogue-equivalent here is the Monk — encourage them to leap onto boulders (Athletics DC 10) to gain high ground and flank. The Paladin should be funneled into the ravine floor to anchor melee. The Sorcerer and Druid should note the ravine is roughly 30 ft. wide — well within range for area effects but narrow enough that enemies are spread along its length, preventing a single Thunderwave from hitting all of them. The Ranger benefits from a clear firing line from the ravine lip. If the goblin boss drops to 0 HP but is stabilized (DC 10 Medicine check), he can be interrogated: he confirms Krix plans to sacrifice Mira at moonrise and that "the others" (Pip and Cob) are locked in the old shrine's cellar. Reward: the leather map grants advantage on the next Survival check.
The Ruined Village of Conyberry
Read Aloud
Conyberry is a ghost wearing its own skin. Collapsed stone walls rise no higher than your waist, choked by decades of creeping ivy; the outline of what were once homes and a market square still faintly visible in the way the ground rises and falls. Goblin refuse — gnawed bones, shredded cloth, crude fetishes of twine and teeth — litters every hollow. At the center of the ruins, the old shrine still stands, its roof partially intact, its arched doorway carved with moss-blurred reliefs of a woman bearing a sheaf of grain — a goddess long displaced by the crude iron idol of Maglubiyet bolted crookedly over her face. From inside the shrine, a rhythmic chanting rises and falls with the pulse of a blood-red firelight that flickers through the broken windows, and the last rays of the sun are already burning amber on the western horizon.
Description
The party scouts the ruins before the final confrontation. This is a social and stealth scene. Two goblin sentries patrol the perimeter of the shrine (patrol routes: one circles clockwise, one stands near the cellar trapdoor on the shrine's north side). The cellar trapdoor is where Pip and Cob are held. Rescuing the boys before entering the shrine is possible — DC 13 Dexterity (Stealth) to bypass or silently neutralize the sentry at the trapdoor; DC 12 Strength or Thieves' Tools (Dexterity) to open the locked trapdoor. Inside the cellar, a terrified Cob Alderleaf whispers that his mother is tied to the ritual stone inside, and that Krix has four goblins with him plus two wolf companions. This information lets the party plan their assault.
DM Notes
Encourage creative problem-solving before the final fight. Options include: luring sentries away with a DC 12 Charisma (Deception) animal sound (the Druid's Wild Shape as a bird is perfect here), the Monk shadow-stepping to neutralize a sentry silently (DC 13 Stealth, Stunning Strike if detected), or the Ranger picking off a sentry from range (risk: noise alerts Krix and he accelerates the ritual, starting a 3-round countdown to Mira's death). If the party spends more than 10 minutes debating, describe the chanting growing louder — soft pressure, not a punishment. The cellar boys are unharmed and can be escorted 100 feet east to safety behind a ruined wall as a free action between scenes. DC 15 Wisdom (Perception) from outside the shrine: through a broken window, a character can see the altar layout, giving the party advantage on Initiative in the final encounter.
The Blood Ritual of Maglubiyet
Read Aloud
The interior of the shrine reeks of burned fat and copper-sharp blood. Animal bones have been arranged in concentric circles around a flat stone altar at the room's heart, and at the altar's center, Mira Alderleaf lies bound with rope and sinew, her face pale as birchwood but her jaw set with fierce, quiet defiance. Behind the altar stands Krix: a goblin half a head taller than the rest, his body wrapped in pelts daubed with dripping red sigils, a crooked black staff topped with a screaming iron skull clutched in both hands. His eyes, lit from within by a faint sickly green glow, snap to yours the moment you cross the threshold. "You are too late," he hisses, and his voice carries the unnatural resonance of something speaking through him. "Maglubiyet's eye is already open." The two dire wolves flanking the altar lower their heads and growl, and the four goblins behind Krix raise their blades.
Description
This is the climactic encounter. Krix the Mooncrush Shaman anchors the center of the shrine. His four goblin guards flank him, two on each side of the altar. Two wolves are positioned at the altar's flanks, serving as guardians. Mira is bound on the altar — she is not in immediate danger unless Krix uses his action to accelerate the ritual (a choice he makes if reduced to half HP). The shrine is 40 feet wide and 60 feet long, with broken pews providing difficult terrain in the eastern third and four stone pillars in the center third that grant half cover. Moonlight through the broken roof illuminates the altar in an eerie silver column — a purely atmospheric detail, though the Druid may describe feeling the moon's power here if they invoke Wild Shape. Krix's full stat block is on his NPC card. See the encounter card for full combat details.
DM Notes
Krix's opening action is Thunderwave (DC 13 Constitution save, 2d8 thunder damage) centered on himself to scatter anyone who rushed the altar. He prioritizes the Paladin with Inflict Wounds if engaged in melee. The wolves use Pack Tactics on the most isolated PC — likely the Sorcerer if they hang back. If Krix drops to 0 HP before the ritual completes, Mira is safe and the green glow fades from his eyes — he collapses, muttering "He... promised." Mira can be freed with a DC 10 Dexterity check (any cutting tool) or a single slashing attack against the ropes (AC 10, 5 HP). If Krix completes the ritual (3 successful bonus action Ritual Chant actions while unbothered), a Minor Demon Dretch appears from the altar — add one Dretch (CR 0.25) to the combat as a dramatic complication. Award full XP regardless of this complication.
Toben Stonehill
Human · Quest giver and community anchor
Krix the Mooncrush Shaman
Goblin · Primary antagonist and ritual caster
Mira Alderleaf
Human · Captive and post-rescue community voice
Ambush at the Dry Ravine
easyMonsters
Tactics
The Goblin Boss stays on the elevated ravine wall (10 ft. up, grants three-quarter cover, +5 to AC against ranged attacks from below) and uses his Multiattack to fire a shortbow and direct his troops. Two goblins pepper the party with shortbows from the opposite wall; two scramble down into the ravine to engage melee targets, using Nimble Escape (Disengage) to avoid opportunity attacks after striking. If the boss is targeted and reduced to half HP, he screams a retreat order — the bowmen goblins will attempt to flee north while the melee goblins continue fighting. The boss himself will not flee; his pride and fear of Krix keep him in place. Goblins use Nimble Escape to Hide behind boulders between shots when possible (DC 14 Perception to spot).
Terrain
A shallow dry ravine, roughly 30 ft. wide and 15 ft. deep at its lowest point. The floor is difficult terrain (loose stones, dry bracken). Boulders of various sizes litter the floor and walls — a creature can use them for half cover (DC 12 Athletics to climb to the top for elevated vantage). The ravine walls are climbable (DC 10 Athletics). A natural chokepoint exists where two large boulders nearly touch, creating a 5 ft. gap — ideal for the Paladin to hold. The Sorcerer and Druid have clear lines of sight from the ravine lip to the enemy bowmen, 20-30 ft. range.
The Blood Ritual of Maglubiyet — Final Confrontation
mediumMonsters
Tactics
Round 1 — Krix immediately casts Thunderwave (DC 13 Con save, 2d8 thunder) to scatter anyone who charged the altar, then uses Nimble Escape to Disengage behind the altar stone. The two wolves charge the most isolated PC using Pack Tactics (advantage on attack rolls when an ally is adjacent), targeting the Sorcerer or Druid if they are in the open. The four goblins split: two engage the front line (Paladin, Monk), two use shortbows from behind stone pillars (half cover, AC +2). Round 2 onward — Krix uses Inflict Wounds (+4 to hit, 3d10 necrotic) on any Paladin or Monk who closes with him; otherwise he uses Toll the Dead (DC 12 Wisdom save) as a safe cantrip at range. He uses Healing Word (bonus action) on himself if reduced below 10 HP. He burns his remaining Thunderwave only if 3+ PCs cluster near the altar. The wolves use Trip (on a hit, DC 11 Strength save or knocked prone) to set up Pack Tactics advantage. Goblins use Nimble Escape to bounce in and out of pillar cover. Complication: if Krix successfully uses Ritual Chant 3 times as a bonus action (only possible if no PC is in melee range of him), a Dretch appears at the altar — CR 0.25, AC 11, HP 18, acts next in initiative. This is a dramatic escalation, not a lethality spike, and should be narrated as the ritual partially succeeding despite the party's intervention.
Terrain
A 40 ft. by 60 ft. ruined shrine interior. Eastern third: broken pews create difficult terrain (costs 2 ft. per ft. of movement). Central third: four stone pillars (1 ft. diameter, full cover if a creature stands directly behind one, half cover otherwise) and the central altar (Large object, 4 ft. high, provides half cover). Western third: open flagstone floor leading to the entrance. Ceiling is partially collapsed — moonlight enters through a 10 ft. hole directly above the altar, creating a bright silver column (no mechanical effect, but the Druid may use it for flavor when Wild Shaping). The shrine is 15 ft. high at the peak, allowing flying creatures to maneuver freely but keeping combat ground-focused for level 1. Mira is bound on the altar (AC 10, 12 HP — the party should be strongly motivated to protect her; if she drops to 0, the ritual completes instantly).
Treasure & Rewards
A battered iron strongbox found beneath the altar stone, stamped with Maglubiyet's iron fist symbol. Contains 28 gold pieces, 45 silver pieces, and a small pouch of 6 garnets worth 10 gp each — loot from raided caravans along the Triboar Trail.
A gnarled iron-shod staff topped with a screaming iron skull, engraved with Goblin prayer-runes. Mechanically, it functions as a +0 Quarterstaff. However, any divine or nature caster who attunes to it (1 short rest) can use it as a spellcasting focus, and once per day can cast Toll the Dead as a bonus action (DC 12). The staff radiates faint conjuration magic. Worth 40 gp to a collector or 15 gp to a smith who'd melt it down.
A finely worked acorn of tarnished silver on a leather cord, worn by Mira Alderleaf throughout her captivity. Mira will press this into the Druid's hands after the rescue, saying her grandmother called it a seed of Chauntea's grace. It is a non-magical keepsake, but the DM may later reveal it as a dormant Charm of Plant Command (DMG, p. 200) that activates at level 3 — a reward for the Druid.
Scratched on cured hide by the goblin rear-guard sergeant. Shows trails through Neverwinter Wood, three marked camp sites used by the Mooncrush tribe, and — in the northeast corner — a crude drawing of a tower with the annotation 'Big Boss lives here' in Goblin. This is the hook for the next session: a hobgoblin warlord coordinating the Mooncrush tribe from a ruined tower north of Conyberry.
Found wrapped in oilcloth inside the war chest, clearly looted from a traveling merchant. Restores 2d4 + 2 HP when consumed. Standard issue from the Dungeon Master's Guide.
Story Hooks
The Leather Tactical Map points directly to a hobgoblin warlord coordinating goblinoid raids across the Triboar Trail from a ruined tower — the seed of the next adventure. Krix's Iron Skull Staff, if studied by the Sorcerer or attuned by the Druid, reveals traces of a divine power that should not belong to a minor goblin shaman, suggesting someone — or something — of greater power supplied it. Mira's Silver Acorn Pendant connects to the druidic history of Neverwinter Wood and may lead the party to a hidden grove community of Emerald Enclave druids who have been quietly watching the region's goblinoid surge with alarm.
Conclusion
Wrap Up
As Krix collapses and the green light dies from his eyes, a profound quiet settles over the ruined shrine — broken only by Mira's ragged exhale and the distant hoot of an owl greeting the risen moon. The party frees Mira from the altar ropes and, if they retrieved Pip and Cob from the cellar, the family's reunion is a wordless, tearful tangle of arms in the silver moonlight outside the shrine. The walk back to Phandalin takes a little over an hour, and Toben Stonehill is waiting at the road's edge with a lantern, his voice breaking when he sees Mira alive. The inn's common room becomes a spontaneous, joyful celebration — hot stew, free ale, and grateful farmers. Each party member earns 75 XP for the ravine encounter, 150 XP for the final confrontation, 50 XP for successfully navigating the forest skill challenge, and a 50 XP quest reward from Toben for the rescue — totaling 325 XP per character, bringing level 1 adventurers approximately halfway to level 2.
Cliffhanger
Late that night, as the celebration winds down, the Ranger finds a blood hawk perched on the inn's windowsill — an unusual sight at this hour. Tied to its leg is a scrap of parchment bearing not Goblin script, but precise, educated Common: "You stopped the ritual. Good. But Krix was not the architect — he was merely the instrument. The warlord in the northern tower knows your faces now. Leave Phandalin before dawn, or do not leave at all." The message is unsigned. The blood hawk watches the Ranger for one long moment with unnerving intelligence, then takes to the sky and is gone.
Next Session Hooks
- The Ruined Tower: The Leather Tactical Map leads the party north to the hobgoblin warlord's base — a crumbling wizard's tower from the Netherese era, now fortified with crude goblinoid engineering. Who is the warlord, and who is truly pulling his strings?
- The Unsigned Warning: Who sent the blood hawk message, and how did they know about the ritual? The Emerald Enclave, a Harper agent, or something older and stranger that watches Neverwinter Wood? Following this thread leads to a hidden druid grove and a deeper conspiracy involving the desecrated shrines of the region.
- Mira's Grandmother's Legacy: The Silver Acorn Pendant's magic begins to stir in the Druid's presence — leaves turn toward them in still air, small animals follow them through Phandalin's market. Mira mentions her grandmother 'went into the Wood one winter and never came back.' The Emerald Enclave knows where she went.
Want to create your own?
Create your own session