The wizard's lab is a STRANGE
but fascinating place. Zelligar's xperimentation
with many
kinds ov magick led to a collection ov
equipment && devices
which was stored Here, scattered about
this 50' by 30' room.
Dominating the room is a
large human skeleton suspended
from the ceiling && hanging in
the NorthEast corner of the
lab. The skull is cracked.
(Were there any way to
know, it would be discovered to be a barbarian
chieftan's
remains . . . )
Aboot the room are several
large wooden tables. Just as
found in the workroom
(room 8), && another
heavy stone
table which
is likewise similar to the one appearing next
door. The tables are bare, xcept
for a single stoppered
smoked glass bottle on 1 ov them.
If the cork is removed,
the gas within will immediately issue forth
with a whoosh. The
vapors are pungent && fast-acting,
&& all characters
within 10' must make an immediate SAVE
vs. poison |or|
be affected by laughing gas. The
gas itself is NOT poisonous,
but will cause any characters failing their
SAVE to immediately
lapse into uncontrollable raucous laughter
for 1-6
<rounds> (check each individually).
During this Time, the
characters will have a 50% chance ov dropping
anything
they are holding
|or| carrying && will rock with spasms ov
great laughter, staggering about the room,
chuckling &&
bellowing with great glee. The noise
will necessitate a
special additional check for wandering
monsters being attracted
to the ruckus, && even if a monster
appears, the affected
characters will be unable to oppose it
until the gas
effects wear off (if a monster does come,
roll a d4 to
see how many melee turns it appears after
the laughing
starts). Characters under the influence
ov the gas will NOT
respond to any efforts by others to snap
them out of its
effects (even slapping the face will do
no more than cause
more laughing), although if a dispel
magick spell is thrown, it
will make them sober immediately.
Otherwise, the only way
to stop the laughter is to WAIT for the
effects to wear off.
Several pine logs are piled underneath 1
of the tables,
&& if these are moved, a shiny
"gold" ring will be found. Although
it appears birlliant && seems to
be worth up to 100 GP, <20 pp>
it is actually worthless. It has
no special magickal
properties.
Along the West wall is a large
wooden rack, apparently from
some kind of torture chamber, since it
is obviously sized for
human bodies. A trickle of dried blood
stains the oaken
construction on the front.
On the South wall is a stretched
leadther skin with magickal
writings which will be undecipherable unless
a read magick
spell is CAST. The lejend, if interpreted,
will read: "What
mysterious happenings have their birth
here? Only the greatest
feats of wizardry, for which every element
ov earth,
water
&& sky
is but a tool!" The skin is old && xtremely FRAGILE,
&& any attempts to remove it will
cause irreparable harm
&& render it useless because ov
the skin crumbling away.
A sunken fire pit,
blackened && cold, is noticeable as the
centerpiece ov the room. The pit
is only 2' deep, although it
appears slightly less than that due several
inches of ashes
resting within it. An
iron bracing && bar across the 4' wide
opening suspend a
cast iron pot which is empty xcept for a
harmless brown residue
sticking to its interior sides &&
bottom. Another similar pot which is more
shallow lies on the
floor alongside the pit, && it
is empty. Both pots are xtremely
heavy, && it takes great
effort by 2 |or| more
characters ov 14+ STR to even MOVE them.
Off in the SouthWest corner
are 2 vats, each ov approximately
100 gallon cap.. Both are made ov wood
&&
both are empty. A 3rd vat nearby, only
1/2 the size ov its
neighbors, if 1/2 filled with murky, muddy
water.
A stone block
used as a table |or| stand is next to the vats,
&& along the West wall.
It has 6 earthen containers just like
those found in the workroom
(room 8), && any contents
within them should be determined in the
same manner as
described there. There are also pieces
of glassware ov
various types on the top ov the stand,
as well as on the floor
next to it. Some are clean, some
shew residues, but all are
empty && dusty.
An empty wooden coffin, quite plain &&
utilitarian, rests upright
in the NorthWest corner.
It opens easily && is empty.
The wood seems to be rotting in places.
2 kegs REST against the North wall,
&& xamination will
shew them to be similar to those found
in the storeoom
(room 10). Each has a letter code
to denote its contents, &&
a roll should be made in the same manner
as described
there to determine what is within if they
are opened.
<what is the capacity
of a keg?>
<a keg of black
pepper? probably Monty Haul>
<a keg of maple wood chips>
Wooden shelving on the North wall
holds more glassware
&& 3 more containers (as those
in room 8 and likewise
determined). 2 small trays hold powdered
incense ov <worth?>
different colors, && the smell
ov their aroma will give away
their identity.
<1. glass container of white
sand>
<2. glass container
of other fungus powder>
<3. glass container
of white sand>
Monster: Bowlers,
1-3
Monster: Jeblii,
d10 + 5
11 Jebli
<-1 HP applied>
<-1 damage>
1. short sword &
military pick
etc.
Treasure & Location: --
Trick: <choose 1>
2-way gate to the Pedestal Room (35.23)
Roll on the Special table <find it first!>
Animated (and hostile!) funiture
>>Ten>>