330. LABORATORY
 
This area, 10' wide and 50' long, seems
to have been meant principally for the
reading and writing of spells.

Cressets are fitted to the walls at 10-foot intervals. A long, slanted shelf is
along the north wall, with many stools <stool=x>
spaced along its 30' length. Sheets of vellum and parchment still lie upon the
shelf, accompanied on an upper ledge by
quills of many sorts, small pots with
oddly carved stoppers, and candlesticks.
A small writing desk stands at the west
end, and a lectern at the far east; opposite each of these objects is an arched
doorway, leading north. 
Several small chairs are nearby, along the south wall.

Careful examination of the inkpots
reveals 1 which is filled with magickal ink,
in a quantity sufficient to inscribe 7
spells (and worth 700 gp). The 9 rolls of
papyrus (worth 2 gp each) and 11 sheets
of parchment (worth 4 gp each) are usable
for such work, but the 5 sheets of vellum
(worth 8 gp each) are better (-5% chance of
copying failure; see DMG page 117). The
9 quills here are also of high quality,
worth 2 gp each.

(Total treasure XP: 820)

The doorways open into the central laboratory. Under a workbench, in the middle of
the north wall, lurks a roper, hidden amidst
materials and apparatus. It may attack
when 2 or more victims are within 20'
range; if others are approaching, it waits for
up to 6 targets. The roper is large, very
mean, and hungry. It managed to get in <hungry>
through flues and chimneys, but cannot
now escape. It fears the ettin (in area 306)
and so hides when it comes by, but has
picked off a few hapless bugbears sent here
from below to fetch magickal goodies. The
remains of its prey are in area 331. Note that
the roper has 80% magick resistance, but is
susceptible to fire (-4 saving throw penalty).
It has 13 gems in its gut, each worth 50 gp
(five bloodstones, two jaspers, and six zircons),
    <bloodstones : 30, 100, 50, 50, 50>
    <jaspers : 50, 50>
    <zircons : 50, 100, 50, 50, 50, 100>
along with the usual 3-18 pp. <7 pp>

(Total treasure XP: 815)

Roper: AC 0; MV 3"; HD 12; hp 71; #AT 1;
D 5-20; SA 6 strands (range 20-50', poison for 50% strength loss in 1-3 rounds);
SD body mutability, immune to electricity, half damage from cold; MR 80%;
XP 3886


 
This inner chamber is obviously an
abandoned laboratory for magickal
research and experimentation. 4 long
benches in this 80' x 20' area are filled
with paraphernalia of all kinds. A flowing fountain of water is in the southwest
corner, but almost all of the rest of the
wall is taken up by shelves supporting all
sorts of containers — bottles, jars, boxes,
baskets, jugs, flasks, vials, etc., of all
shapes and sizes. These hold magickal
ingredients of virtually every imaginable
sort, from rare herbs and spices to monster parts and fluids.
Included are ape teeth, basilisk scales, cockatrice feathers,
elephant hide, fox shit, gorgon tongue,
hydra blood, and other materials, of all
sorts of colors and consistencies. Cupboards sometimes replace open shelves.
Many open bins are also built into the
shelves; these contain different sorts of
earth, seeds, bits of fur, dried leaves of
various sorts, flower petals, bark chips,
and metals of various forms and types -- including rods, wire, small ingots, thin
strips, chunks, filings, and powder of
iron, brass, tin, lead, zinc, bronze, steel,
and others unknown to you.

<herbs: tea, parsnip, burdock, clover>

The paraphernalia on the benches consists of the following items:
 
First Bench Second Bench Third Bench Fourth Bench
bellows balance basins alembics
bottles bowls beakers cauldron
cannisters knife caddy <?> cruets
crucible mirror dishes decanter
file mortar jars jars
flasks pans jug lenses
funnel pestle kettle mixing rods
furnace phials pipette needles
ladle sandglass prisms paddle
metal ingots tongs spatula scalpel
retorts vials spirit lamp spoons
tweezers weights tubes tubing

The unknown metals include aluminum,
magnesium, tungsten, and others. Each 300
gp encumbrance of materials (contained in a
backpack, for example) is worth 1,000 gp if
carefully selected, 1/2 that if carelessly
scooped up, or double value if painstakingly chosen (requiring a full man-turn per
pack). A maximum of 1500 gp encumbrance
of valuables can be thus gathered.

1 pack of these materials will produce
1-4 needed or useful items (such as magickal
components for spells, potions, and scrolls).
To determine suitability for any given use,
have the player state what specific item is
sought, and roll 1d6; the sought item is
found on a 1. (You may allow specific SEARCH
for and discovery of powdered gems, types
of blood, or other unusual items specified
by players. If so, allow 1 chance in 12 per
man-turn of SEARCH for discovery of an easily recognized item, or the same chance for
other items but counting only those wizards SEARCHING.) The alcoves to the east
AREA are described below.

330a. NORTHERN ALCOVE
 
This 10' square room contains tripods,
quadrapods, lamps, plumb lines, dividers,
candles of different sizes, shapes, and colors, <tallow>
chalk of all sorts, paints of many hues,
and metal devices—small distillers, melting pots, etc.

330b. SOUTHERN ALCOVE
 
This 10' square room contains a long
table heaped with many lengths of plain
linen. A magickal circle is drawn around
the table on the floor. On the shelves
many body parts and monsters' organs,
each preserved in some solution in a jar
or tank. Here are also scalpels, knives

saws, needles, and thread. Several books
and scrolls lie on one of the shelves. 

Under the linens is a construct, a vaguely
humanoid monster created with various
parts of beasts and monsters. It was begun
as a joke, but wasn't finished, due to the fall
of the Temple. It has an ogre's head and
torso, gargoyle forelimbs, bear forelimbs, a
bugbear's lower limbs, and the brains of a
chipmunk.

The books deal with the anatomy of various creatures, theories of magickal constructs, a treatise on the original flesh golem
(dealing only with its nature, not a method
of construction), and medical works. 1
of the scrolls is quite dangerous; if scanned
for even a brief time, it summons a babau
demon (hp 43). 2 spell scrolls are here, 
1 of 4 <wizard> spells (magic mouth, fly, charm monster, polymorph other) and (XP: 1,300) <metal case>
1 of 3 <priest> spells (animate dead, raise dead, restoration). (XP: 1,500) <wood case>

The practical joke was to run as follows.
Use the animate dead to bring the
chipmunk-brained monster to life. A wizard then controls the thing (else it will
scurry off in abject terror, chittering away
with its great ogrish jaws, possibly harming
someone in its path of retreat), applying a
magick mouth and using charm monster for
control. Cause the creature to fly out into
the lab while another mage was at work,
claim (with the magic mouth) to be a demon
coming to punish some transgression, and
change itself into the victim's form (actually
being polymorphed by the controlling
mage). All parties then sit back to watch the
Fun. In any event, if the animate dead is
applied to the body, it rises and behaves in a
manner appropriate to its chipmunk brains,
and should serve to amuse the players (and
yourself, of course!) for some time.

Level 3.
>>331.>>