Adventure Hook
A festival pig with a glowing lantern tied to its collar has escaped into the old orchard. The lantern is not decorative: it contains a sleepy fire spirit that keeps the village warm all winter.
Read-Aloud Opening
“The Harvest Lantern Festival has barely begun when someone screams, 'The pig has the winter flame!' A round pink blur rockets between your boots, wearing a brass lantern like a royal necklace. Behind it tumble three soot-gray creatures in potato-sack masks, waving forks and yelling, 'Bring back breakfast!'”
DM Brief
- This is built to teach talking, exploring, ability checks, and one forgiving combat.
- Tell new players what their characters notice before asking what they do. Offer two obvious options whenever the table stalls.
- The pig, Duchess Snout, is not an enemy. The little ash-goblins chasing her are frightened, hungry, and willing to bargain.
Scene 1 — Festival Panic
15 minutes“Stalls topple, cider spills, and villagers point in four different directions. The runaway pig leaves warm hoofprints that glow orange before fading.”
Goal: Let beginners try roleplay and basic checks without punishment.
What Happens
- • Friendly NPCs include Mira the baker, Old Pell the lantern-keeper, and a child who saw the pig run toward the orchard gate.
- • Useful clues: warm hoofprints, a broken fork stamped with a coal symbol, and the sound of squealing from the apple trees.
- • If players ask what they can do, suggest tracking, asking witnesses, calming the crowd, or following the heat trail.
Checks
- • Persuasion DC 10 gets a useful witness to stop panicking.
- • Survival DC 10 follows the warm hoofprints.
- • Animal Handling DC 11 keeps Duchess Snout from bolting again if found early.
Scene 2 — Orchard of Snack Traps
25 minutes“The orchard smells like apples, smoke, and wet leaves. Tiny fork-pricks mark the dirt. Ahead, Duchess Snout snuffles beneath a tree while three masked goblins argue about whether pigs count as treasure.”
Goal: Teach players that combat is optional and plans matter.
What Happens
- • The ash-goblins want the fire spirit because their burrow is freezing. They are more hungry than evil.
- • Players can sneak, negotiate, distract the goblins with food, or start a fight.
- • If the party talks, the goblins ask for soup, blankets, or permission to warm their burrow at the village kiln.
Checks
- • Stealth DC 11 lets the party get close before being noticed.
- • Insight DC 10 reveals the goblins are scared, not cruel.
- • Performance or Deception DC 12 distracts them long enough to grab the lantern lead.
Scene 3 — The Warm Burrow
25 minutes“Duchess Snout squeezes into a hollow beneath an apple tree. Inside, a dozen tiny clay cups sit around a cold cookfire. The lantern's flame flickers blue, and a small voice from inside it yawns, 'Is it winter already?'”
Goal: Resolve with kindness, a simple fight, or a clever compromise.
What Happens
- • The fire spirit can warm both village and burrow if the lantern is hung at the kiln vent instead of locked in Old Pell's shrine.
- • If fighting starts, the ash-goblins throw soot and forks but flee once half are defeated.
- • A peaceful solution earns cheers at the festival and teaches that D&D rewards creative choices.
Checks
- • Arcana DC 10 understands the fire spirit can safely split its warmth through clay pipes.
- • Persuasion DC 12 convinces Old Pell and the goblins to share custody of the lantern.
Stat Blocks
Ash-Goblin Snack Thief
AC 12 · HP 7 · Speed 30 ft.
Traits
- • Cowardly: flees or bargains when reduced to 3 hit points or fewer.
- • Sooty: has advantage on Dexterity checks to hide in smoke or dim light.
Actions
- • Bent Fork: +3 to hit, reach 5 ft., 4 piercing damage.
- • Soot Puff, once: one creature within 5 feet has disadvantage on its next attack roll.
Duchess Snout
AC 11 · HP 9 · Speed 35 ft.
Traits
- • Beloved: villagers become upset if she is hurt on purpose.
- • Greedy Nose: advantage on checks to find food.
Actions
- • Bump: +2 to hit, reach 5 ft., 1 bludgeoning damage, usually accidental.
Rewards
- Each character receives a festival ribbon worth no gold but lots of local goodwill.
- The fire spirit grants one ember token that can light a campfire in heavy rain.
Scaling Notes
- For very nervous beginners, make the goblins surrender after one good hit.
- For confident players, add a fourth ash-goblin and a swinging lantern hazard in Scene 3.