Moving down the hall there is another cell on the left.
This is a false cell, used to confuse those here to set the monsters free. The guards and many of the monsters are long gone, but the trap remains.
The cell bars are electrified. Anyone touching it must make a saving throw vs. Paralysis/ Petrify or take 2d6 hp worth of damage. A thief can find this trap and disable it. Failure to do either will also result in a shock, no save.
The cell opens up but there is no cell beyond. A trick of the stonework makes it look larger than it really is.
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