APR 21: Magical Engine

The south door from APR 17 goes to this area. This room is 10 yards wide and 10 yards long. The area is not lit at all, it is totally dark. The area’s walls, floor and ceiling are made up of half-wrecked and dug-into reddish-brown bricks.

Dominating most of the area’s central space, there is a huge bizarre engine that can recharge magic items, personal energy reserves and power items. (Understanding the function of this esoteric machine requires rolling Thaumatology or Hidden Lore (Magic Items).) The treadmills of APR 18 supply power to this enchanted machine. If the zombies working them are slain (and not replaced), the engine is shut down here. If the engine is powered, someone can stand in a circular pad on the floor connected to the engine and operate a control panel (requiring a roll against Thaumatology-4 or Hidden Lore (Magic Items)-5 to get it right) to recharge the equivalent of 1 FP or 1 item use or 1 spell cast per day, by letting the engine work for 2d+5 minutes funneling magic energy (each such recharge requires another skill roll AND takes a random amount of time each time). Only one person may stand in the floor pad at a time, limiting the recharging to one person’s energy reserve, one magic item or one power item every time. Critical failure on the skill roll to operate the engine has a similar effect to either critically failing a spell casting roll OR it drains the person standing in the circular pad of 1d FP, whichever the GM prefers.

In addition, one desk near the engine’s main turbine has a chunky gold bar (worth $20000, weighs 1 lb.) left on it.

At the south wall, there is a standard door with a mechanical lock leading directly into another room. If the DOOR LOCKS lever of APR 16 is in the down position, the mechanical lock of this door is enabled. (The lock cannot be picked if enabled, and the door must be destroyed to get past it.)

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