The Cave Great Room
The party stops for a short while to rest and recuperate from its misadventures in the goblin tunnels. Gathalimay strums on his loot and sets the groups predicaments to song.
The party notices that this cavern upstairs is fairly rough hewn, almost as though it were naturally created, whereas the tunnels below are much smoother, straighter and definitely created by man. Perhaps the lower hallways and rooms were once part of a fortress or temple that fell in the time of the wizard wars. The party also takes notice of the other exit to the cavern down at the far end.
Merielle begins to scout ahead down the passage and around the corner and discovers a cavern larger than the one the party is in. She notices that the ammonia smell from outside and the entrance cavern is much stronger here. Gathalimay cautiously follows Merielle and explores the pile of rocks at the end of the cavern where it appears that a passageway has caved in. The rest of the party, save Kalpa, gradually arrives and begins to remove some of the rubble in an attempt to see what is beyond the cave in.
Kalpa heads back downstairs but finds no goblins lurking.
He returns upstairs and joins the party in the cavern just as scratching, clawing rumbling sounds are heard on the other side of the wall. The party thinks it sounds like ants, perhaps clawing their way out and abandons removing rocks.
The party regroups and decides to continue to pursue the gnome’s wife and to see if Lucy may be prisoner as well.
The Goblin Tunnel
To avoid the confusion in the narrow tunnel of the previous endeavor, Merielle and Sam go ahead down the passageway to explore while the remainder of the party stays at the tunnel entrance at the bottom of the stairs. Sam sparks up a sunrod and throws it down the hall. He doesn’t see any movement. Kalpa sneaks into the passageway behind Sam and Merielle. The three explore the area. Suddenly there is a whooshing sound and Kalpa is stabbed by a spear. Sam and Merielle rush to Kalpa and see a goblin down at the far end of the hallway with a ballista. The rest of the party, hearing the commotion rushes in prepared to fight.
Sam starts down the hallway towards the goblin but the goblin abandons his ballista and runs around the corner. Sam advances to the ballista and reloads it hoping to use it against the goblins. The party forward through the narrow tunnel. Once they turn the corner they can see the goblin ahead in an opening that appears to be a large room. The group advances toward the room, with Thalie taking control of the ballista. As the group enters the room the goblin turns and rushes through one of the sets of the double doors at either side of the room.
Thag takes off in pursuit of the goblin and tries to grab him. After a brief scuffle he drags the goblin back to the room by the scruff of his neck. Kalpa tries to communicate with the goblin, as he is the only member of the party who speaks goblin. He learns that the goblins are working for Big Chief Snaggletooth. They do indeed have prisoners that the goblin indicates are beyond the double doors – “dinner” he calls them. Kalpa also learns that there are more goblins beyond the doors. Finally Kalpa tells the group that the goblin has said that he has seen Lucy upstairs and outside the cave. The group believes him.
From behind the double doors the group hears the clattering of armor. Sam goes to check and reports that there are 4 goblins coming down the hallway. Thag ties up the goblin he has captured, and the party assumes battle positions. After a brief fight, the party has killed 3 of the armored goblins as well as the one tied up in the room. The one remaining gets away and runs down the hallway through another door.
Sam runs down the hallway, closes the door, and then kicks it in very dramatically. He throws his sunrod in for light, and the hallway appears to be empty. The group listens but can’t hear any sounds.
Sam picks up the sunrod and leads the party cautiously advances down this new hallway and sees a stairwell at the end of the hallway, leading back down into the depths of the cave. Light and faint voices waft up from below. Sam pushes ahead and begins to sneak down the staircase. As he enters the room he throws his sunrod down in between three goblins, in a room of eight. At the far end stands a Goblin Hexer, and the prone unconscious body of a female gnome is at his feet.
Then he charges the first goblin and pins him down. The party rushes in. Thag is able to kill two goblins right away and attack a third. Thalie foolishly jumps into the center of battle and tries to attack the 4 nearest goblins, sustaining injury. The party manages to kill all but the final goblin, the Goblin Hexer, who retreats through the door at the end of the room abandoning his prisoner. Thalie tries to open the door but it won’t budge. She turns her healer’s attention to the gnome and determines that though unconscious she appears to be in good health.
Merielle fey steps to the other side of the door and wrenches it open. As the party peers into the room beyond, they see what look like 7 large skulls from some ancient form of lizard. The Goblin Hexer runs to the far side of the room where he is partially obscured by one of the large skulls. Thag skirts the perimeter of the room to get to the far end, avoiding stepping in the middle of the skulls. Sam and Thalie move further into the room. The party hears clanging noises coming from the skull at the end of the room. Suddenly the skulls mouths open and breathe fire into the center of the room. Sam takes the most damage, but Thalie is hurt as well. Thag, still at the perimeter is unharmed.
Gathalimay sees the fire and, haunted by stories about dragons, grabs the gnome, taking off down the hallway running as fast as he can away from the scene. Those already in the room rush the Goblin Hexer and Merielle is able to kill him.
Thalie eagerly collects the goblin’s possessions. On him she finds a bag of pretty rocks and 14 cut diamonds the party estimates they are worth about 500 gold each. There is also a small package wrapped in leather. She opens the package and passes the contents to the other members of the party. It contains a rod about as long as a finger, four times as thick capped on each end in copper and a map of what appears to be Adar.
The group agrees that they should return to the caravan and figure out how to find Lucy next. The night is wearing on and morning can’t be far away.
After returning the gnome to her husband, the party gathers in the yurt for a rest and to discuss what comes next.
The party pores over the map they removed from the Goblin Hexer. Gathalimay knows that the map is of Adar as he recognizes some of the places marked on it. He has heard stories about Uutkleza, but remembers that it is a vast wasteland now. One of the other locations on the map is Ahdryatmin where a sorceress was supposed to have sacrificed herself to keep the area safe from defilers. He believes that the party is somewhere around the location on the map marked Qram, but has never heard of this place. The party begins to contemplate its next move.
For the days adventures, the party gains 400xp each, plus a 10% bonus per coin