Main
52 — Hall of Skeletons
This unusual audience chamber has a dais and throne-like chair set with 4 large red gems (500 g.p. each) at the south end. It is otherwise empty except for a dozen skeletons, clad in rags of chain mail and bearing battered shields and rusty scimitars (swords), propped against the walls. These bony guards do not move, and any attempt to turn them immediately upon entering the chamber will have no effect, as they are obviously not animated. However, as soon as intruders touch the dais or throne chair, these monsters will spring to life from their positions on either wall of the chamber. Each has an amulet of protection from turning upon it, so they are turned by a cleric as if they were zombies [statistics 1]. They have no treasure. Once the skeletons are disposed of, it is an easy matter to pry the 4 garnets (gems) from the back of the chair.
Original B2 statistics 1
AC 7, HD 1, hp 3 each, #AT 1, D 1-6, Save F 1, ML 12
Source: B2, PDF page 26. Original mechanics retained.