404. ROOM, 20' x 30'

The door to this room is wizard locked at 9th
level of magic use. This is the secluded lair of
Senshock, Lord Wizard of the Greater Temple.
He may (40% chance) be here at any time
during daylight hours, working on his own
projects, or is otherwise busily conferring with
clerics, instructing giants, or performing some
other administrative task. He always carries
his black scarab inscribed with the letters
TZGY, for controlling the curtain behind the
altar (area 419 A).
 

The room is well-appointed, with tapestries on
the walls and furnishings made of
ebony && rosewood. The bed stands in the
southeast corner, adjacent to a small fireplace
in the east wall. A wardrobe stands at
the foot of the bed between it and the door.
The north wall is filled by a long workbench,
with beakers bubbling over small
flames, bottles and boxes of various rare
substances, and other laboratory paraphernalia.
<furnace, jar, chalk, magic circle, brazier>

On the west wall is an oaken shelf
unit, upon which are 3 large and heavily
bound books, a group of 12 pieces of
assorted jewelry all bearing a black skull
motif, 3wooden eggs, and 2 platinum
medallions with like chains.

Each of the 3 books on the shelf is a
trap, of course, and all of the same type.
The books are made of heavy wood, painstakingly
painted to look real. A book sticks
to anyone who touches it, due to a powerful
curse (no saving throw). It remains so until
a remove curse is applied by a 9th or higher
level caster. The jewelry collection is worth
25,000 gp for all, each piece being studded
with diamond chips && onyx; the average
value of individual pieces is 1,500 gp if the
set is split.
<12 x 1500>

The wooden eggs appear to be nothing
more than nicely crafted puzzles in which
the pieces are cleverly interlocked, worth
750 gp for the set due to the fine inlay work.
In the center of each egg, however, is a
crystal miniature of the unholy symbol used
hereabouts; each figure is worth 1,000 gp,
but should be destroyed by Good characters.
The platinum medallions && chains
also bear unholy symbols, but need only be
melted down to be properly spoiled, then
worth 200 gp for the metal (or 150 gp each
for the original medallions).

The wardrobe is stoutly made, and has
5 secret compartments disguised as parts
of the ornamental inlay design. A separate
check for secret doors is required for each
compartment. Each space is a 2-inch
cube, and the contents are as follows:

    1. Six black sapphires, each worth 5,000 gp.
    <5000; 5000; 10,000; 5000; 1000; 5000>

    2. One carnelian (worth 50 gp) bearing a fire
    trap (D 10-14).
    <50>

    3. One crumpled black handkerchief, soiled
    and sticky from USE. This portable hole
    contains Senshock's spell books (see
    below), a cloak of poisonousness, 1
    large flask of oil bearing a fire trap (D 10-
    14 plus 4-24 from the exploding oil), and
    29 potion vials held in 6 wooden racks.
    The potions include 1 of nearly every
    type listed in the DMG, except for animal,
    dragon, and human control, delusion, and both oils.
    Those of giant strength and control are of the hill giant
    type, of course, those being most accessible for materials.
        <potion of clairaudience, 250>
        <potion of clairvoyance, 300>
        <potiion of climbing, 300>
        <potion of diminution, 300>
        <potion of ESP, 500>
        <potion of extra-healing, 400>
        <potion of fire resistance, 250>
        <potion of flying, 500>
        <potion of gaseous form, 300>
        <potion of hill giant control, 400>
        <potion of fire giant strength, 650>
        <potion of growth, 250>
        <potion of healing, 200>
        <potion of heroism, 300>
        <potion of invulnerability, 350>
        <potion of levitation, 250>
        <potion of longevity, 500>
        <philter of love, 200>
        <philter of persuasiveness, 400>
        <potion of plant control, 250>
        <potion of polymorph (self), 200>
        <potion of poison>
        <potion of SPEED, 200>
        <potion of super-heroism, 450>
        <potion of sweet water, 200>
        <potion of treasure finding, 600>
        <potion of wight control, 700>
        <potion of water breathing, 400>
        <elixir of health, 350><UA>
        <elizir of life, 250><UA>
        <elizir of madness><UA>
        <elixir of youth, 500><UA>
        <potion of fire breath, 400><UA>
        <philter of beauty, 250><UA>
        <philter of glibness, 500><UA>
        <philter of stammering && stuttering><UA>
        <potion of rainbow hues, 200><UA>
        <potion of ventriloquism, 200><UA>
        <potion of vitality, 300><UA>
        <total potions: 39><UA>
        <total XP value: 12,550><UA>

    4 Four jeweled (but non-magical) bracers,
    each pair worth 2,000-8,000 gp.
        <5000>
        <6000>
        <4000>
        <7000>
        <d10 & d8 are done>

    5 A tiny pocket mirror of life trapping,
    which causes the first person looking into
    it to save vs. spells or be ensnared (as the
    larger version). If it catches a victim, it
    simultaneously releases its current
    occupant (a purple worm, hp 88), as it has
    only 1 extra-dimensional space. The
    exchange will be so rapid, however, as to
    produce the impression that the victim
    was polymorphed into the worm....

On the workbench are various hairs, liquids, and
other items obtained from a variety of monsters (but no dragons), along
with powdered gems, quicksilver, and other
components. The whole is worth 20,000 gp,
plus another 500 gp for exotic glassware and
utensils. The lot may be gathered and
packed for travel at the rate of 1,000 gp
worth per turn per person, assuming proper
sacks and padding are available.

Senshock is the respected && dreaded
emissary of Zuggtmoy herself. Just as luz
wields power through Hedrack and
Barkinar, so do the scales balance through
Senshock's actions on Zuggtmoy's behalf.

Long ago, as an apprentice in the local
wizard's guild, Senshock learned the business
of potion && wand making, and has
brought those talents here. He visits the lab
(area 330) on occasion, or sends bugbears ||
trolls to fetch the necessary items, but
performs all of his work here, in his private room.

Senshock combines his attention to detail
with grand strategy planning, and is the
actual source of many of the better tactics
used by the Temple forces. He has been
assured (by Zuggtmoyy) of the position of
High Commander && General of all the
Temple's mighty forces once the reconstruction is
complete. luz has been noncommittal
about this, so Senshock is trying to gain luz
favor in any way possible.

The Lord Wizard is a critical part of the
defense plan for the Greater Temple,
maintaining a post behind the main altar (419A)
and adding his spells where needed in
melees. He will not expose himself until ||
unless invaders are near defeat. Should the
Temple guards suffer defeat, he will take his
place in the throne room (area 435) to brief
Zuggtmoy about the events, and will then
teleport out to a well-studied secret retreat
in Verbobonc.

Senshock is privy to certain secrets of
luz', but will never reveal anything of great
import. If captured and examined by ESP or
similar means, however, Senshock can
provide one interesting tidbit — luz is working
against the Scarlet Brotherhood, and seeks
both Zuggtmoy (whose location is
unknown even to him) and his mother Igwlf <sp?>
(believed lost in the great Abyss) to aid him
in this task. If charmed || otherwise magically
coerced to reveal his secrets, Senshock
will suddenly and mysteriously die, SLAIN by
Iuz himself.

Senshock: AC 1 (bracers of defense AC 3),
MV 12 ", Level 9 Magic-User: Sorcerer, hp 26, #AT
1, D by weapon or spell, SA spells, wand
of fire, SD spells, ring of protection +2,
ring of feather falling, XP 4012
S 11  I 18 W 9 D 8 Co 10 Ch 13 Com 15
THACO 19
Total magic item XP: 12,920

Spells memorized:
Level 1: detect magic, magic missile (x2),
unseen servant
Level 2: detect invisibility, invisibility, web
Level 3: dispel magic, haste, lightning bolt
Level 4: charm monster, polymorph self
Level 5: teleport
    <piece of string + a bit of wood>
    <talc + powdered silver>
    <gum arabic>
    <a bit of spider web>
    <licorice root>
    <bit of fur + glass rod>

Spellbooks (hidden in the portable hole in his wardrobe):

<Vol. I><45#>
<Level 0: whistle, horn, moan, footfall>
Level 1: charm person, detect magick, feather
fall, magic missile, read magick, shield,
unseen servant, write
Level 2: detect invisibility, invisibility,
knock, magic mouth, web, wizard lock
Level 3: dispel magic, fireball, fly, haste,
lightning bolt, tongues
<GP value: 5200>
<GP sale value: 2600>

<Vol. II><45#>
Level 4: charm monster, dimension door,
fire trap, polymorph self
Level 5: conjure elemental, teleport, wall of
stone
<GP value: 4200>
<GP sale value: 2100>
<a piece of down>
    <a clear crystal prism>
    <fine ink, worth 200 gp>
    <honeycomb>
    <a tiny ball composed of batshit and sulphur>
    <a wing feather from a raven>
    <small clay model of a ziggurat>
    <sulphur>
    <water + sand>
    <incense>
    <soft clay>
    <sulphur + phosphorus>
    <a small block of granite>

<Book of Cantrips><45#>
    <Useful: chill, clean, color, cut, dampen, dust, exterminate, flavor, freshen, gather, polish, salt, shine, sprout, stitch, tie, warm, wrap>
    <Reversed: knot, sour, tangle, wilt>
    <Legerdemain: change, hide, mute, palm>
    <Person-Affecting: giggle, twitch, wink, listen, blink>
    <Personal: bluelight, firefinger, mouse, smokepuff>
    <Haunting Sound: tap>
    <GP value: 4600>
    <GP sale value: 2300>

Level 4.
>405.