Goblin Cave 1 !free!

| Area | Dimensions | Features | Condition | |------|------------|----------|-----------| | Entrance Tunnel | 60 ft long, 5–6 ft wide | Loose stones, tripwire (detected), goblin graffiti (crude warnings) | Active | | Main Chamber | 40 ft diameter | Fire pit (central), sleeping furs (10–12), bone totems, stolen goods pile | Active | | Left Branch (Storage) | 20 ft deep, 8 ft wide | Makeshift shelves, crude chests, food cache (rotten meat, stolen grain) | Cluttered | | Right Branch (Midden) | 15 ft deep | Refuse, feces, gnawed bones. High disease risk. | Foul | | Rear Chimney Base | 10 ft wide | Vertical shaft. Goblins have hammered handholds. | Escape route |

Eira Shadowglow Expedition Lead

If the players trigger the tripwire or make too much noise: Three Goblin Scavengers leap from hidden alcoves in the right tunnel, wielding rusty scimitars and jagged daggers. They aren't attacking to kill immediately—they are trying to herd the party deeper into the darkness. goblin cave 1

| Trap | Location | Trigger | Effect | Disarm Difficulty | |------|----------|---------|--------|------------------| | Tripwire + noise-maker | Entrance tunnel (20 ft in) | Foot snare | Alerts cave | Easy (cut wire) | | Pit trap (shallow) | Before main chamber | Pressure plate (poorly made) | 5 ft drop into refuse | Moderate (avoid plate) | | Falling rock | Rear chamber ceiling | Tripwire to wedged stones | Bludgeon 1d6 | Hard (wedge removal) | | Area | Dimensions | Features | Condition