The tunnel in the back of Room 13 leads down to another cave. This one features the bones of a great beast embedded in the walls.
The bones are the fossilized remains of some ancient beast. They were part of the walls when the Necromancers got here. Repeated unsuccessful necromantic magics have left this cave magically charged.
If the party remains more than 3 turns they must make a saving throw vs. Paralysis or take 1d4 hp of damage. The energies are draining the very life from the characters.
The bones are difficult to remove from the walls, the easy ones were removed a long time ago, but if they somehow manage (dealing 24 hp of damage to the bones will break off a chip), then they can be sold to a wizard or necromancer for 50gp each. But while the characters possess these bones, they will not heal any wounds, either by normal or magical means.
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