5. The Oinker [Index]
Beyond the
Green Pillars, through the (left) arched exit, the passage terminates at a raised
platform of iron grid-work leading to a
circular tunnel in the mouth of a titanic
pig-head craving that protrudes from an otherwise smooth sandstone wall. The iron walk-way continues into an unlit horizontal shaft circumscribed with spiraling machine-elements and a recessed
outer cage of iron. Echoes of dripping water reverberate down its length.
_________________________________________________________
platform: sags under more than 75-lbs of weight and triggers the sounds of distant pumps, and the
click-clack of deep engines.
- During the next round, a torrent of water gushes down both walls of the shaft, followed by the hum and whirl of a water-screw that twists the liquid into a corkscrew-spiral along the shaft's length. Rings of submerged light begin pulsing from end-to-end. The swirling, roaring, water tube is revealed to be a least 100' long, with a 6" wide iron-rail running along its core.
- After the platform is vacated, the entire mechanism shuts down in 2-5 turns.
pig-head craving: eyes of smoked-glass hemispheres with hollow bronze rods inside (spent
boom tubes). Hidden high, behind the left-ear, is a
key-hole/locking-mechanism that secures the
iron-rail in the
water tube (fits
Custodians' Keys). Failure to lock-pick triggers an
alarm that alerts the
Evolutionary Custodians in area
TBD.
water tube: large enough for man-size creatures to shuffle (crouched) along the length of its
iron-rail bridge. At the far end is an annular
catch basin.
- iron-rail: unless locked, suddenly pivots at the midpoint, dumping it's contents sideways into the vortex of water. Bodies are swept into the catch basin while being raked across the outer cage that lies below the surface (d4 damage per round).
- traversing drenches travelers. Torches extinguished and water-logged. Unsealed papers (e.g. maps, scrolls, etc.) ruined.
catch basin: fallen characters will continuously tumble here---helplessly gasping for air, breakables
smashed, and equipment flung everywhere. Simultaneously,
grasping hands reach into the torrent and attempt to snare hapless victims.
grasping hands: deformed
zombies with sewn mouths are imprisoned in the
outer cage. Insatiably hungry for flesh, they lunge at prey swept into the water-vortex---attempting a
grapple-attack against a disoriented opponent. If successful, pin their targets against the bars, and squeeze them through too-small openings; clawing for an additional 1d6 damage and chance of drowning each round (save or lose consciousness).
silent mutant zombies (25): HD 2; HP 8; AC 6[13]; Atk 1 claw (1d6); Move 9; Save 17; AL N; XP 60; Special: disease, victims animate as zombies. Immune to sleep and charm. 1/4 damage from piercing weapons. Attack last. |
outer cage: iron-bar grid enveloping the
water tube with bars are spaced to pass a human head. Twenty-five
silent mutant zombies and
treasure/equipment from past victims are inside this shallow shell.
- treasure: to be determined...
TO DO (y'all can help!):
- needs a diagrammed inset-map!
- what's a boom tube?
- who are the Evolutionary Custodians?
- which room contains the alarm?
- who built this contraption? Why? Is the liquid just water?
- what's the deal with the lights? Decontamination?
- Is there a High Evolutionist? Is he a germ-o-phobe?
- needs interesting treasure
- perspective is totally wrong for scaffold in thumbnail-sketch!
- incorporate Malrex's feedback (break in to multiple rooms, PC gets chance to escape under own power,...)