Scene 4

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# Outline
# New Clearing 
After a few hours the party reaches the new clearing. Two goblins are hiding there and a secret entrance to a dungeon is hidden under the shed.
 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > 
 > After a couple hours journey through the forest you come across a fairly large clearing. In the middle is a woodshed, likely used by lumberjacks for rest and/or storage. Against one side of the shed is a stacked pile of logs and another out front.  Several stumps, logs, bushes and rocks litter the clearing.
 > 
 
# The Setup 
Goblin passive Perception is 9, and on a failed check the party won't be seen unless the go out into the open.There are goblins in hiding, one behind a clump of bushes and another off to the side in the woods (add more?). A PC can find them by sneaking through the woods (making appropriate Stealth checks if they want to remain unseen).
 
Upon spotting the party, the goblins will attack and sream out a warning.
 
## Using the Terrain 
 
 **<center>Cover Table</center>**
 
| Item | Small | Medium  |
|---|---|---|
| Logs | 1/2 cover | no cover  |
| Bushes | 3/4 cover | 1/2 cover  |
| Log Piles | full cover | full cover  |
| Shed | full cover | full cover  |
 
 <center> **1/2 cover:**   AC +2
 **3/4 cover:**  AC +5</center>
 
### Cover 
Logs, log piles, bushes and the shed can be used for cover, see table at right.
 
### Toppling the Piles 
A log pile can be pushed over. A single PC requires a <u>DC 20 Athletics check</u> but two or more PCs can combine efforts if their total STR is 28 or more</u>.
 
Anyone on the other side is dealt 2d10 bludgeoning damage <u>(DC 15 Dexterity check for half)</u>.
 
## Last Goblin 
The last standing goblin near the shed will use it's Nimble Escape feature to disengage and run inside where it becomes "hidden".  A successful DC 15 Wisdom (Perception) check allows a character to hear shuffling and the goblin muttering something in the Goblin tongue: “I must get help. Ouch, careful with the trap.” 
 
If the characters allow that last goblin to run away, it warns the patrol in the Old Dungeon and they all set up an ambush in Area 5.
 
# After the Fight 
The goblins don't have anything interesting to take, but the players may guess that they guarded something here and the shed is the only logical place to hide anything. After taking a look, the party discovers the entrance in the shed's floor (it's quite obvious, if an escaping goblin managed to open it). 
 
If none of the goblins managed to get inside the shed, the trap door will stil be closed and it is trapped.  In order  **to detect it** , a character searching the shed must succeed on a <u>DC 13 Intelligence(Investigation) check</u>. If the character knows that the trap is here (for example, by overhearing the goblin), they make the check with advantage.  **Disarming**  the trap requires a successful <u>DC 10 Dexterity check using thieves' tools or DC 13 Dexterity (Sleight of Hand)</u> check. If the check fails, the trap activates.
 
The trap is a small pot filled with alchemist's fire hidden under the ceiling. When a character lifts the trapdoor, a thin string connected to the pot pulls it off the beam and it falls down, smashes on the ground, and causes a small explosion. Everyone in the shed takes 1d4 fire damage. They must also make a <u>DC 11 Dexterity saving throw or start burning</u>. 
 
 **Once on fire** , they take an additional 1d4 fire damage at the <u>start of each of their turns</u>.  **Then**  they can make another <u>DC 13 Dexterity saving throw</u> to put the fire out. If they roll on the ground or receive assistance (via the Help action) they make the <u>saving throw with advantage</u>. 
 
The fire in the shed quickly goes out since the ground is earth and it's quite humid inside.
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