Glowing Runes = PC Death, Usually
Renwick, I don't remember if in 1E CN bonus applies to saving throws... I don't think so. You'll take 5 more from the poison unless someone comes to your rescue with a ruling.
Okay, right, a torch is in hand. WOOOSH. The Slime Mother goes up in flames. Good thing Castle Greyhelm is made of the finest stone and marble, and not wood or wattle-daub. She's toast.
For the sake of brevity, everyone make a save vs. breath weapon. Take 10 or 5 depending. All the Slime Gremlins will die after this. Well done.
Heal as you wish. Let's also say for the sake of brevity that Dave FoO finally does something useful and heals you all to full.
Exploring the rest of this level, you find three things of interest.
Heading south, you come to a food preparation room, in which you find an Otyugh. The otyugh holds a large keyring in one of its tentacles. It regards you suspiciously. Near the otyugh is a dumbwaiter, whose door is locked with a big silver padlock.
Heading west, you come to the stairs going up to the third level, the Workshop. However, at the top of the stairs, the massive doors are also locked (with a similar silver padlock) and covered in glowing runes. Proceed with caution.
Finally, heading north, you come to a large brewery. Of course, the Slime Gremlins, otyugh, and ghoulmaster made the most of this stuff, but there is a strange, large golden tea kettle that's been left untouched. The astute loremaster would identify runes of magic on it, plus an icon associated with Isaac of the Jug inscribed at the base. The tea kettle hangs suspended on a spit above a small firepit.
...
"Well done", ha ha, get it?
Do you get it?