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Goblin Trail

A trail hidden behind thickets on the north side of the road leads northwest. A character who succeeds on a DC 10 Wisdom (Survival) check recognizes that about a dozen goblins have come and gone along the trail, as well as signs of two human-sized bodies being hauled away from the ambush site.    

Snare

 
  • If lead PCs PP>12: Spot Trap
  • DC 12 Perception: Spot Trap
  • DC 10 Dex Save: Fail = Suspend 10ft
  • Fall = 1d6 Bl-dmg
  About 10 minutes after heading down the trail, a party on the path encounters a hidden snare. If the characters are searching for traps, the character in the lead spots the trap automatically if his or her passive Wisdom (Perception) score is 12 or higher. Otherwise, the character must succeed on a DC 12 Wisdom (Perception) check to notice the trap. If the character fails to notice the trap, he or she triggers the snare and must succeed on a DC 10 Dexterity saving throw. On a failure, the character is suspended upside down 10 feet above the ground. The character is restrained until 1 or more slashing damage is dealt to the snare's cord. A character who isn't carefully lowered down takes Id6 bludgeoning damage from the fall.  

Pit

 
  • 6ft x 6ft x 10ft
  • If lead PCs PP>15: Spot Trap
  • DC 15 Perception: Spot Trap
  • DC 10 Dex Save: Fail = 1d6 Bl-dmg
  Another 10 minutes down the trail is a pit the goblins have camouflaged. The pit is 6 feet wide, 10 feet deep, and it triggers when a creature moves across it. The character in the lead spots the hidden pit automatically if his or her passive Wisdom (Perception) score is 15 or higher. Otherwise, the character must succeed on a DC 15 Wisdom (Perception) check to spot the hidden pit. If the trap isn't detected, the lead character must succeed on a DC 10 Dexterity saving throw or fall in, taking Id6 bludgeoning damage. The pit's walls are not steep, so no ability check is required to scramble out.   The trail from the goblin ambush site leads to the entrance of the Cragmaw Hideout.

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