32. ADVISOR'S CHAMBER.

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:  --

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