Access to this room is only via a
secret door on its west wall which gives
access to the Room of
Pools (31). The chamber
is the dwelling area for Marevak,
advisor to Zelligar and Rogahn.
The decor is rather pleasant, although uninspired.
The floor is
the most striking aspect of the room, for
it is a continuation of
the colored mosaic patterns of golden
brown, white
and
black which
are evidenced in the adjacent Room of Pools.
There are some minimal furnishings in the
room—a common
bed, three chairs, a makeshift desk with
a single drawer <chairs=x>
(locked), and a battered old table. The
walls are barren
rock, except for a framed picture hanging
over the desk
showing 2 figures standing side by side:
a warrior of impressive
proportions, and a wizened Wizard in a
purple
robe. This
is actually a full-color painting, beautifully rendered,
and in one corner is written in the elfish
language the
words: "To wise Marevak, worthy advisor
and counselor, from
a grateful Zelligar and Rogahn." These
words are readable
only to those who know the elfin language
(or via a read languages
spell), but the signed names of Zelligar
and Rogahn
will be apparent upon a close examination.
In another corner
of the painting is the signed name Tuflor—this
being the
artist who painted the picture, but this
fact certainly not obvious
to anyone finding the painting other than
through deduction
or by a character "asking around" once
back in the
civilized world.
The painting is quite large and bulky, as
well as heavy, when
removed from the wall. If carried undamaged
out of the
stronghold and back to civilization, it
could bring up to 300 <60 pp>
g.p. if sold. However, anyone trying to
sell the painting for its
value will run a 60% risk that the purchaser
will recognize the
origin of the painting—and if this word
spreads at large, the
seller may have attendant problems, since
it will be obvious
from where it was obtained.
The desk in the room is mostly empty, except
for several attached
sheets with various notes written in elfin.
The 1st sheet
is headed with the title, "Suggestions
for the Further Development
of Quasqueton," and the notes relate to
certain details
of construction
for the stronghold (although there is no information
of a sort to assist the adventurers, and
no maps). The
document (discernible only by those who
know the elfin language
or by a read
languages spell) is signed at the bottom
of each page by Marevak.
The locked drawer of the desk is well-secured,
and any tampering
(with the exception of a successful "remove
trap" by
a thief) will cause the release of a terrible
gaseous emission
which will be so penetrating as to drive
all characters from
the room for 1-4 hours, with no SAVE (this
happens only
once). The lock can only be picked by a
thief character at
his or her normal chances, but only a single
try can be made
—if he or she fails, the lock cannot be
opened by that character.
However, access to the drawer can be gained
by dismantling
the desk, although this will require heavy
blows
from some kind of weapon (due to the noise,
an extra check
for wandering monsters must be made if
this occurs). The
contents of the drawer are determined by
rolling d12
(only one roll is taken, for there is but a single
item within): 1 Potion
of levltatlon; 2 Elven boots;
3 10-100 <2-20 pp>
g.p.; 4 A 50 g.p. gem (moonstone);
5 a golden medallion
worth 20 g.p.; 6 Read
languages scroll; 7 Web scroll; 8
Cursed scroll (permanently removes 1 point
from CHA
rating of first person to read it—remove
curse (see D&D Expert
rules) will not counteract
it); 9 Ring of protection
+1; 10
Potion
of healing (two doses); 11 A dagger
+1 with ornately
carved handle; 12 Nothing.
Monster: --
Treasure: --
Trick: --
>>33>>