163 SOUTH LABORATORY. The entrance to the room is a closed metal hatch. The room is divided into three sections divided by glass walls, with a glass door in each wall.
In the middle portion, there are fourteen zombies shambling about and in the far portion a human woman is trapped. She will gesture to the adventurers frantically when she sees them, while the zombies will gibber and move move to the glass wall clawing with bloody hands. If the party opens the glass door and fights the zombies, the woman, a cleric named Zelda, will also enter the middle portion from her side to help.
14 Infected Zombies (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Disease, always lose initiative; SD Limited spell immunity; XP 46 each)
These zombies are not undead, so they are immune to turning. Instead, they were accidentally infected with a pathogen developed in this laboratory. They are immune some spells that affect the rational mind, such as charm and suggestion, but they will be affected by cold damage, sleep spells, and hold spells. Most are wearing white lab coats, stained with black blood oozing from their mouths.
Any person taking damage from a zombie must sdave vs poison or they wil be infected by the zombie's disease. In one day they will develop a fever and intense pain in the head and chest. Over the next 1d4+1 days they will become an infected zombie unless a cure disease spell is administered.
The zombies can't open the doors since they lack manual dexterity. The middle portion is a laboratory, with countertops, glassware, and tools as one would expect. But most of the glassware has been broken by the clumsy zombies. The infectious agent that caused the trouble has been rendered inert after long exposure.
Zelda, Neutral Good female human Cleric of Adriel (AC 3; MV 12“; C6; hp 28; #AT 1; D Footman's Mace; SA Spell use; S 14, I 12, W 14, D 14, C 10, CH 16; XP 624)
First Level Cleric Spells:
Create Water, Cure Light Wounds, Protection From Evil
Second Level Cleric Spells:
Find Traps, Hold Person, Silence, 15' Radius
Third Level Cleric Spells:
Create Food & Water, Cure Disease
She wears chain mail +1 and has a normal shield. She has three vials of holy water (in special crystal containers worth 3 gold crescents each) and a small bar of iron for the hold person spell. She belonged to an adventuring party that tried to clear this room, but were eaten by the zombies. She was able to flee to the far section and close the door before being hurt. She has the following treasure that her party managed to accumulate before this disaster:
- Three sacks holding 3267 gold crescents and 2978 silver spanners.
- A gold medallion of diabolic looking human face with red eyes. The eyes look like rubies at first glance and it appears very valuable, but in reality they are just red glass. It is still worth 600 gold crescents.
- A scroll with the magic user spells ESP, invisibility, and levitate.
- A glaive-guisarme +1.
- A wand of secret door & trap detection (72 charges, command word “Snick snack snocker” known to Zelda since she saw the party magic-user use it before).
In the near portion, there are white lab coats on hangers, a sink with running water and a pink soap dispenser, and red trash bins marked with a skull design.