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16. Trapped Hallway

jn1-room-caves-16 • jn1-room-caves-16 • JN1: Chaotic Caves
Three sets of pillars help support the 20' high ceiling of this otherwise innocuous hallway. The hobgoblins have strung thin wires along the floor between the center two. Anyone tripping the wires will be attacked by a heavy stone-headed mallet swinging down from behind the pillars (it attacks as a 2 HD creature and does 1d8 points of damage if it hits) followed a moment later by a net covered in bells that covers the hall between the two pillars. Anyone caught under the net will be tangled for 1d6 rounds and their struggles will cause the bells to ring loudly. There is a good chance hobgoblins from room #17 below will hear the bells and come to investigate.
JN1 The Chaotic Caves, room 16.
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