Mal finds that this lock is rather difficult, and he spends a good deal of time working on. But after about fifteen minutes, he hears a satisfying click, and the door unlocks.
Mal opens the door and you all look inside.
ROOM 29
You are peering into room 29. This small, 10 foot by 10 foot room has only two interesting things in it.
First, the south wall is covered in a bizarre, ornate creation of metal rods, glass panes, globes, and ancient symbols, some sort of control mechanism for something. It has some writings on it. There are two crystal flat slabs (screens), one on the left and one on the right. The one on the left is totally blank, but the one on the right appears to be projecting or viewing into a room, as though through a periscope.
Second, you are not alone. Standing there, looking at the screen, is a gnome clad in the robes of the ancient Harkahnon order. He turns when you enter and, upon seeing your face, appears to start scolding you, with one finger wagging. There are just two problems. The gnome is not completely solid, translucent. He appears to be some kind of ghost. And although he seems to be speaking to you, he makes no sound.
The door to the east appears also to be locked with the same gnomish lock that Mal just picked, though it unlocks from the inside.
On the north side of the room, you see a fading, rotting robe with a small skeleton inside. It doesn't take a genius to understand that this is the final resting place for this gnomish ghost standing in front of you.