Goblin Cave 1
CLEARED – All goblins slain, captured, or fled. Recommendations for follow-up:
GC-1 Date of Survey: [Current Date] Report Author: Aldric Venn, Senior Pathfinder, Crown Exploratory Guild Threat Level: Low to Moderate (Caves) / Low (Clear) Recommended Party Size: 2–4 (Tier 1) Primary Environmental Hazards: Darkness, tight tunnels, uneven footing, poor air circulation near midden pits. 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) | CLEARED – All goblins slain, captured, or fled
Inside, the light from the outside world dies quickly. The walls are slick with moisture and covered in primitive chalk drawings: crude stick figures hunting boars, and larger, scarier figures hunting the stick figures. The path forward splits into two narrow, winding tunnels. To the left, the sound of dripping water echoes. To the right, the faint, rhythmic clinking of metal-on-stone. The walls are slick with moisture and covered
