TEXT: Verdant Bonds
  (Interlude for level 1–3 characters) 
  Goblins (MM pg. 165) x7–13, Giant Rat (MM pg. 327) x1
  Synopsis
  The party encounters a dryad named Seriana while traveling 
  through the Verdant Woods. A band of goblins kidnapped 
  Seriana’s husband, Renauld, a month ago and is holding him 
  ransom. The dryad uses her charm ability on any who pass by 
  to steal their money to meet the goblin demands.
  Seriana attempts to charm the PCs when they pass through her 
  woods and tasks them with returning her husband safely.
  Introduction
  You have traveled along a game trail for most of the day when 
  you chance upon a clearing in the forest. A stream feeds a large 
  verdant pool, and a massive oak tree stands on the far bank of 
  the pond.
  Seriana the dryad observes the PCs. She approaches if they 
  seem likely to help her. The dryad first attempts to persuade the 
  party to aid her without her charm ability. Should that fail, she 
  then uses her magic. Seriana flees if the party becomes hostile 
  toward her.
  “My husband’s been kidnapped and is held hostage by goblins. 
  They have threatened to torture him if I do not pay them weekly. 
  I hate preying on those who travel these woods, but I can’t bear 
  the thought of harm coming to my husband. Please, you must 
  help.”
  Seriana cannot offer a reward other than safety in her forest. 
  She reveals that the goblins possess a great deal of money, and 
  Seriana does not make any claim on it. If asked, she will direct 
  the PCs to the goblins’ hold.
  Around the Goblin Lair
  The following encounters may be added before or after 
  entering the lair at the GM’s discretion. 
  Forest Shrine
  You arrive at a small clearing in the forest with a tall stone pillar 
  at the center. Its pockmarked surface tells the tale of centuries. 
  Several flowers of varied hues grow at the pillar base.
  This area was once the shrine of a druidic circle. The pillar 
  itself is not dangerous, however, if any PC touches the 
  pillar or the flowers that grow at the base, six twig blights  
  (MM pg. 32) rush from the forest to attack the intruders.   
  If Detect Magic is cast 
  on the pillar, it radiates a 
  light aura of restoration 
  magic. Anyone resting at 
  the pillar for at least a half 
  hour will gain the benefits 
  of a long rest (effective 
  once per week).
  Hunter’s Trap
  A local hunter has dug 
  a 
  well-concealed 
  pit 
  trap here. As the PCs 
  approach allow each a 
  chance to spot it [DC 
  15]. If no one notices 
  the trap, the first person 
  to step on it falls 10 feet 
  for 1d6 points of damage. 
  The 
  trap 
  has 
  been 
  constructed in such a 
  way as to make climbing 
  out incredibly difficult. 
  Any character attempting 
  the climb must roll a 
  Strength (Athletics) check 
  [DC 20] or fall back 
  into the pit, suffering 
  1d3 points of damage. 
   
  If some item such as a 
  rope is used to aid the 
  climb, the difficulty of the 
  check falls to DC 5.
  Goblin Patrol
  The goblins often send out a patrol of 4 goblins to look for 
  possible threats. The goblins have become lazy because they 
  seldom find anything. Once the patrol is within 150’ of the 
  PCs, roll passive Perception checks vs. the party. 
  A success indicates the goblins are aware of the party and 
  will attempt to establish an ambush by hiding behind trees. 
  The goblins attack when the party comes within 60’ of their 
  ambush.  
   
  It should be noted that these goblins do not count for or 
  against the total of goblins found in the lair. 
  By Ric Martens
  
  If  the battle turns against the goblins, they will attempt to 
  surrender. Goblins that have surrendered will give the party 
  information about the lair if allowed to live. Any information 
  provided should not be overly detailed.
  Whether the goblins tell the truth or not is also up to the Game 
  Master. These goblins are not brave and are quite willing to 
  sell out members of their tribe. Patrol goblins fear their leader 
  a great deal and may choose to mislead the party in order to 
  avoid his ire.
  Goblin Lair (see map)
  It takes half a day to travel to the lair. As the PCs 
  approach the lair, read the following.
  “You see a small hill with a steep cliff face. Two goblins sit on 
  either side of a cavern entrance.”
  Any character approaching the entrance gains a +4 
  circumstance bonus on Stealth checks because of the goblin’s 
  lack of vigilance. If the goblins detect a character, they shout 
  out a warning before engaging in combat.
  1) Entrance
  This small room is empty except for a small box containing 
  a key hidden among some rubble. The key has no designated 
  lock here; it may be used at GM discretion.
  2) Main Den
  Furs and blankets lie in haphazard piles against the stone walls 
  of this cavern. The stench of several unwashed bodies is very 
  strong. Stacks of barrels and crates lean precariously against 
  the far wall of this cavern.
  This room is the goblins’ communal living quarters. 2d4 
  goblins are encountered here at any time.
  If fighting breaks out, roll Wisdom [Perception] checks [DC 
  15] for both Panaki (see Room 3) and the jailer (see Room 4). 
  Success indicates that the fight is heard. It takes either goblin 
  2 rounds to reach this chamber.
  3) Leader’s Room
  A chest rests at the foot of a grand bed that dominates the 
  chamber. A bright red, ragged banner, decorated with goblin 
  scrawls, hangs haphazardly on the far wall.
  Goblin Leader Panaki calls this room home. He stores most 
  of the loot acquired by his small band in the chest at the foot 
  of the bed. His most treasured possession is the dagger he 
  calls “Fang”. It is a hollow-bladed +1 Dagger that carries 4 
  doses of paralytic poison. Constitution save [DC 10] on hit or 
  become paralyzed for 1d4 rounds.
  The chest contains 79 CP, 52 SP, 60 GP, and a small cask of 
  fine elven wine (50 GP value).
  4) Prisoner Cell
  The far end of the cavern is barred by a latticework of wood 
  sticks and logs that creates a crude cell. A dirty human male 
  cowers in the cell. A filthy bedroll and an even dirtier pile of 
  furs suggest that whoever calls this room home is living in their 
  own filth.
  This cavern is used as a makeshift jail cell for the cleric 
  Renauld. One goblin and his giant rat companion guard the 
  room.  
   
  Concluding the Adventure
  Once the PCs have freed Renauld and returned him to his 
  dryad wife, the adventure is over. Renauld and Seriana are 
  both thankful to the PCs. They will aid them with rest, food, 
  and protection within their forest at any time.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fire Squad Games/Fire Squad Games - Verdant Bonds.pdf