The Long Caverns: Braziers and skeletons (1)

  1. Wandering encounters
  2. The Long Caverns
  3. Karuat Lair (2)

Flickering flames from bronze braziers dimly light the stalactites and stalagmites of this huge cavern. Over a dozen skeletons line the dripping rock walls on all sides ahead of you.

The skeletons will stand and attack as soon as anyone enters. They will not give chase, but will attack anyone except the Blue Sun, Cirkegrad, or a designated messenger (such as the White Rabbit) so designated by the Blue Sun. Travelers with those individuals are also safe. Destroyed skeletons reform at midnight.

As you step inside, you hear a scrape against stone. The skeletons stand away from the walls and raise their swords.

The entrance to the valley is 300 yards down the long thin cavern to the south.

19 Skeletons: (Undead: 1; Survival: 5 each; Move: 10; Attack: sword; Damage: 1d8; Defense: 3; Special Defenses: pointed weapons do 1 pt, slashing weapons do half damage)

This huge open area is off-limits to both cavern and valley creatures. No creature is allowed to make this cavern their home. Creatures will occasionally rush past the skeletons to reach the other side. An evasion roll is required to rush past once the skeletons begin moving.

  1. Wandering encounters
  2. The Long Caverns
  3. Karuat Lair (2)