I, like many others, highly recommend Lost Mines of Phandelver. A simple story that can develop many different ways. Each group of PCs make it a different story all together.
The concept of "random loot after combat" is pretty outdated
The treasure does't need to be randomized for a DM to need help assigning how much to give. As a new DM, it's hard to know things like, "About how much gold should I award the party at this level so they don't have gold coming out their ears?" The die rolls they used to assign to monsters helped give a DM a sense of scale. If the book says that trolls are normally found with, say, 3d8 gold, I know that the roll will produce 3-24 gp, averaging around 13-14 gp. That gives me a good sense of about how much treasure a typical troll would carry on him, and then I can work from there. I know not to give them a Holy Avenger sword for killing a troll, and I know not to give them only 2 copper pieces.
The other thing randomizing it helps the GM do is make the treasure realistically variable without having to do any work. I don't have to remember how many gp the troll down the hall gave them so it's not always exactly 13 gp. I can just roll both times and the dice will make the numbers pleasantly (and realistically) varied.
I wasn't arguing that you couldn't use loot tables to determine rewards. I was arguing that you shouldn't be determining those rewards after combat. I was also arguing those rewards shouldn't be tied to combat. If the players avoid combat (say they sneak past the encounter, talk their way out of the encounter, or turn enemies into allies), they get rewarded by losing treasure. Far better to tie rewards to milestones, and reward the players when those milestones are achieved.
Also, a brief argument for why you shouldn't use loot tables: they're ridiculous, random, and arbitrary. "I killed a troll, it has 1d4 minor magic items, so... oh... two potions of fire breath and a scroll of invisibility? That's... odd for a troll to have... But at least this dragon's horde has... sorry guys, I rolled a 5 on the table, so... three gems worth 1d8 gold." Following those charts leads to some of the most insanely random loot drops conceivable, and are responsible for most of the party treasure imbalances in DnD. I have played so many games where the random treasure drops are a couple cool martial items for the fighter (+1 weapons/armor, defensive gear, etc.), while the wizard sits around going "I hope the next roll is a scroll. And that it's a scroll of an appropriate level. And that it's an arcane scroll of an appropriate level. And that it's an arcane scroll of an appropriate level for a spell I don't already have. And that it's a scroll of an appropriate level for a spell I don't already have that I actually want."
I suppose, in a pinch, you can use the tables as a reference to see what is "appropriate" treasure for your encounter level, but... what does "appropriate" mean? It's your game. If you want to give your players NO treasure, you're free to do it. If you want to give your players 80,000 gold and a Vorpal Sword at level one, it's your rodeo. As long as you understand the ramifications of those decisions, I say go nuts. Heck, if you're a new DM, what better way to learn those ramifications than by going hog-wild in your campaign? New DM's are prone to How-It-Should-Be-ism, and if you give them a framework, they'll get trapped in it. And then you've not only got a DM who won't challenge their players and themselves with out-of-the-box thinking, you get a new member of our community whose response to "My players stumbled upon an item that imbalanced the game, what do I do?" is "TAKE IT AWAY FROM THEM, SHAME ON YOU!"
You can also do a search here by CR, terrain, etc.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I, like many others, highly recommend Lost Mines of Phandelver. A simple story that can develop many different ways. Each group of PCs make it a different story all together.
I wasn't arguing that you couldn't use loot tables to determine rewards. I was arguing that you shouldn't be determining those rewards after combat. I was also arguing those rewards shouldn't be tied to combat. If the players avoid combat (say they sneak past the encounter, talk their way out of the encounter, or turn enemies into allies), they get rewarded by losing treasure. Far better to tie rewards to milestones, and reward the players when those milestones are achieved.
Also, a brief argument for why you shouldn't use loot tables: they're ridiculous, random, and arbitrary. "I killed a troll, it has 1d4 minor magic items, so... oh... two potions of fire breath and a scroll of invisibility? That's... odd for a troll to have... But at least this dragon's horde has... sorry guys, I rolled a 5 on the table, so... three gems worth 1d8 gold." Following those charts leads to some of the most insanely random loot drops conceivable, and are responsible for most of the party treasure imbalances in DnD. I have played so many games where the random treasure drops are a couple cool martial items for the fighter (+1 weapons/armor, defensive gear, etc.), while the wizard sits around going "I hope the next roll is a scroll. And that it's a scroll of an appropriate level. And that it's an arcane scroll of an appropriate level. And that it's an arcane scroll of an appropriate level for a spell I don't already have. And that it's a scroll of an appropriate level for a spell I don't already have that I actually want."
I suppose, in a pinch, you can use the tables as a reference to see what is "appropriate" treasure for your encounter level, but... what does "appropriate" mean? It's your game. If you want to give your players NO treasure, you're free to do it. If you want to give your players 80,000 gold and a Vorpal Sword at level one, it's your rodeo. As long as you understand the ramifications of those decisions, I say go nuts. Heck, if you're a new DM, what better way to learn those ramifications than by going hog-wild in your campaign? New DM's are prone to How-It-Should-Be-ism, and if you give them a framework, they'll get trapped in it. And then you've not only got a DM who won't challenge their players and themselves with out-of-the-box thinking, you get a new member of our community whose response to "My players stumbled upon an item that imbalanced the game, what do I do?" is "TAKE IT AWAY FROM THEM, SHAME ON YOU!"
The goblin should escape. Goblins are sniveling whiny creatures but they have a will to live free like most sentient beings.