Map

Rooms

  1. Library
    1. Check modifiers:
      1. +2 on all standard Knowledge checks (Arcana, Architecture, Demon Lore, Dungeoneering, Geography, History, Local, Nature, Nobility, Religions, The Planes)
      2. +1 on anything else.
      3. All 50% faster
    2. Special:
      1. Airships: 1 of 3 known books.
      2. disease “a bunch of disease books” (per Kevin) that Krebsbach (Erik) bought from Frank Lechner.
  2. Alchemical Lab x2 - Typically working on Krebsbach (Erik) projects. +4 to 1 alchemist or +2 to 4.
  3. Artificer’s Shop - Usually used by Met (Derek). +2 to 1 crafter.
  4. Control Room:
  5. Storage: Storage: 8,000 ft3

Staff

  1. General: 1 unseen servant to keep everything clean
  2. Alchemical Lab: 8 unseen crafters
  3. Artificer’s Shop: Derek?
  4. Library: 2 unseen crafter librarians

Magic

  1. glyph of warding (greater), max emp on door to alchemy room. 120 acid dmg, Ref DC 80 for 1/2. All 5 energies. Entrance of the Alchemy Lab. Only Krebsbach (Erik) & Met (Derek) can pass.