A free one-shot, on the house
The Lantern Thief
Someone has pinched every lantern in town, and it wasn't me. Probably. Here's a short, silly and complete adventure you can run tonight. No sign-up, no payment, just read it and roll.
- Length
- About 1 hour 45 minutes
- Heroes
- 3 to 5 players, level 1
- Rules
- 5E, works with 2014 or 2024 rules
- Prep
- Read this page once, about 10 minutes
The secret (for the GM only)
A lonely goblin called King Nibb is terrified of the dark. At dusk he and two friends stole every lantern in Brindle Ford, including the Beacon Lamp that keeps river barges off the rocks. He's hiding at the frog pond behind the old mill. The heroes must get the Beacon Lamp back before dawn. Talking to Nibb works better than fighting him.
Scene 1: The dark market
25 minutesRead aloud: The night market of Brindle Ford should glow with a hundred lanterns. Tonight every one is dark. Stallholders mutter in the gloom, and old Marta the lamp seller is crying over an empty crate.
- Marta explains: every lantern in town vanished at dusk, including the great Beacon Lamp that guides the river barges. Without it, the grain barge will hit the rocks by dawn.
- She offers 25 gp and a lantern each (free for life) to whoever brings the Beacon Lamp back.
- Clue 1: small muddy footprints lead from her stall to the old mill. Anyone can spot them with a DC 10 Wisdom (Perception) check.
- Clue 2: a torn scrap of green cloth caught on a nail. A DC 12 Intelligence (Investigation) check shows it smells of pond water and candle wax.
- If nobody finds a clue, a child tugs a hero's sleeve and points: "The little green man went to the mill."
Scene 2: The old mill
35 minutesRead aloud: The water mill creaks in the dark. Candle wax drips from the door handle. Inside, you hear giggling, and something that sounds like a very small drum.
- Two Giant Rats guard the ground floor, fattened on stolen cheese. They fight until one is down, then the other flees.
- The stairs are rigged with a bucket of lamp oil. Spot it with a DC 12 Wisdom (Perception) check. Anyone who triggers it makes a DC 11 Dexterity saving throw or falls prone and slides back down the stairs.
- Upstairs, a note in crayon: "TO THE POND. BRING SNAX. Signed, KING NIBB."
- Short rest opportunity: the mill is safe once cleared. Let the heroes catch their breath.
Scene 3: King Nibb's pond court
45 minutesRead aloud: At the edge of the frog pond, dozens of stolen lanterns are stacked into a glittering throne. On top sits a goblin in a teacup crown, clutching the Beacon Lamp like a baby.
- King Nibb is not evil. He is scared of the dark and wanted "all the light, forever." He has two goblin friends, Pip and Snag.
- Talking works. A DC 13 Charisma (Persuasion) check, or any good idea (a gift of a lantern, a promise to visit), convinces Nibb to give back the Beacon Lamp. Give advantage for kindness or snacks.
- If the heroes attack or insult him, Nibb shouts "Guards!" and a Swarm of Frogs (use Swarm of Rats stats) joins Pip and Snag.
- If the fight goes badly for Nibb (half his hit points or both friends down), he surrenders and cries.
Stat blocks
King Nibb (Goblin Boss)
- AC 15, HP 21, Speed 30 ft.
- STR 10, DEX 14, CON 10, INT 10, WIS 8, CHA 10
- Nimble Escape: Disengage or Hide as a bonus action.
- Attack: Scimitar (a sharpened ladle). +4 to hit, 5 (1d6 + 2) slashing damage. He attacks twice per turn.
Pip and Snag (Goblins)
- AC 15, HP 7 each, Speed 30 ft.
- Nimble Escape: Disengage or Hide as a bonus action.
- Attack: Short bow. +4 to hit, range 80 ft., 5 (1d6 + 2) piercing damage.
Giant Rat (2)
- AC 12, HP 7 each, Speed 30 ft.
- Pack Tactics: advantage on attacks if an ally is next to the target.
- Attack: Bite. +4 to hit, 4 (1d4 + 2) piercing damage.
Swarm of Frogs (use Swarm of Rats)
- AC 10, HP 24, Speed 30 ft.
- Swarm: can share a space with a creature and cannot regain hit points.
- Attack: Bites. +2 to hit, 7 (2d6) piercing damage, or 3 (1d6) if the swarm has half its hit points or fewer.
Endings
- Peaceful
- Nibb gives back the lamp and is invited to light it each night. The town cheers. Each hero gets 25 gp and a lantern, and Nibb gives them a lucky teacup (once, reroll a 1).
- Fought
- The lamp is returned in time. The heroes get 25 gp each. Nibb sulks in the reeds, and might come back another night.
- Too late
- If the heroes waste the night, the barge crashes. Nobody is hurt, but Marta pays only 10 gp each and the town grumbles for a week.
Want one made just for your table?
Pick your party, level and hours, and we goblins forge a full adventure with scenes, NPCs and stat blocks.
Forge your ownStat blocks adapted from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY-4.0.