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Quasqueton Room #09 - Wizard's Laboratory

Purpose / Function

This lab is designed for Zelligar the Unknown and his experementations

Design

This utilitarian room span 50ft by 30ft and is filled with archane tools used for unknown rituals and experements.

Entries

One to the south, and a secret door to the north

Sensory & Appearance

When entering the room a smell of magic fills the air. Looming dread fills an idle mind as one tries to discern the insane experiments that must have happened at the hands of such a great wizard.

Contents & Furnishings

Dominating the room is a large human skeleton suspended from the ceiling and hanging in the northeast corner of the laboratory. The skull is cracked.
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(Were there any way to know, it would be discovered to be a barbarian chieftain's remains... )


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 leather skin with magical writings which will be undecipherable unless a read magic spell is cast. The legend. if interpreted. will read:
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"What mysterious happenings have their birth here? Only the greatest feats of wizardry, for which every element of earth. water and sky are but a tool!"


The skin is old and extremely fragile. and any attempts to remove it will cause irreparable harm and render it useless because of the skin crumbling away.

A sunken fire pit, blackened and cold, is noticeable as the centerpiece of the room. The pit is only 2' deep. although it appears slightly less than that due to several inches of ashes resting within it. An iron bracing and bar across the 4' wide opening suspend a cast iron pot which is empty except for a harmless brown residue sticking to its interior sides and bottom.

Another similar pot that is more shallow lies on the floor alongside the pit. and it is empty. Both pots are extremely heavy, and it takes great effort by two or more characters of 14 or greater strength to even move them.

Off in the southwest corner are two vats, each of approximately 100-gallon capacity. Both are made of wood and both are empty. A third vat nearby, only half the size of its neighbors. is half-filled with murky. muddy water.

A stone block used as a table or stand is next to the vats. and along the west wall. It has six earthen containers just like those found in the workroom (room 8), and any contents within them should be determined in the same manner as described there. There are also pieces of glassware of various types on the top of the stand, as well as on the floor next to it. Some are clean. some show residues. but all are empty and dusty.

An empty wooden coffin, quite plain and utilitarian. rests upright in the northwest corner. It opens easily and is empty. The wood seems to be rotting in places.

Two kegs rest against the north wall, and examination will show them to be similar to those found in the Storeroom. Each has a letter code to denote its contents. and 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 and three more containers (as those in room 8 and likewise determined). Two small trays hold powdered incense of different colors. and the smell of their aroma will give away their identity.

Valuables

Several pine logs are piled underneath one of the tables, and if these are moved. a shiny "gold" ring will be found. Although it appears brilliant and seems to be worth up to 100 Gold Pieces
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it is actually worthless.

It has no special magical properties.

Hazards & Traps

About the room are several large wooden tables, just as found in the workroom (room 8), and another heavy stone table which is likewise similar to the one appearing next door. The tables are bare, except for a single stoppered smoked glass bottle on one of them. If the cork is removed, the gas within will immediately issue forth with a whoosh.

The vapors are pungent and fast-acting, and all characters within ten feet 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 saving throw to immediately lapse into uncontrollable raucous laughter for 1d6 melee rounds (check each individually).

During this time, the characters will have a 50% chance of dropping anything they are holding or carrying and will rock with spasms of great laughter, staggering about the room, chuckling and bellowing with great glee. The noise will necessitate a special additional check for wandering monsters being attracted to the ruckus, and 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 4-sided die to see how many melee rounds it appears after the laughing starts)...

Characters under the influence of 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 magic 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.

Architecture

A 50ft. x 30ft. room.
RUINED STRUCTURE
968
Founding Date
958
Alternative Names
The Lab
Type
Room, Lab, Alchemical
Parent Location
Ruling/Owning Rank

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