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2. Trapped Hall

Once the castle's foyer, this wide hall makes a dangerous battleground.   Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead.   If the goblin sentries in area 3 raised the alarm, the goblins and hobgoblins in areas 4 and 6 come running out of the north and south doors at the same time. They attack from both directions, trying to overwhelm the adventurers and drive them out of the castle.   Trap. - The dusty plaster and rubble in front of the door leading to area 8 conceals a copper tripwire connected to linchpins hidden in the ruined ceiling. Spotting the tripwire requires a passive Wisdom (Perception) score of at least 20, or a successful DC 10 Wisdom (Perception) check if characters are actively searching for traps in the area. Once spotted, the tripwire is easily avoided and disarmed (no ability check required).   Any creature that walks over or through the rubble without avoiding the tripwire triggers a cave-in of wooden beams and heavy stones. (The area of the collapse is marked on the map.) Any creature in the area when the trap triggers must succeed on a DC 10 Dexterity saving throw or take 3d6 bludgeoning damage from the falling rubble (half as much damage on a successful save). The noise of the collapse puts the monsters in areas 3, 7, 8, and 9 on alert.
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