9. WIZARD'S LABORATORY.
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,
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 o fashes
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.
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.
Monster: Bowlers,
1-3
Monster: Goblins, d10 + 5
Treasure & Location: --
Trick: 2-way gate to the Pedestal Room (35.23)
>>Ten>>