In the chamber with the pit, the lumbering metal golem halts at the eastern wall of the room, facing a spot that is between the two doors. Using its clawed tentacles, it pulls a portion of the metal wall free, revealing several strange devices, many of which are connected by red, blue, and yellow threads that wind around the various mechanisms. A few sparks fly from the open portion of the wall, but if this disturbs the construct, it gives no indication. Instead, using its hands, the metal creature begins to gently pull some of the colored threads from the machinery surrounding them.
Peering into the pit, Lumwik and Trisvyre can see that it is lit inside with a soft blue glow. The pit appears to extend downward for almost forty feet before reaching a circular section of steel floor. At the bottom of the pit are two open portals, facing east and west, respectively. Halfway down the pit, there is a single square doorway facing east, which is closed.
On the northern and southern walls of the pit are a series of handholds, which can be used like a ladder to traverse the descent. However, each set of handholds
moves, seemingly of its own volition. The one on the pit’s northern wall moves downward, while the set on the southern wall moves upward. It almost appears as though a person could grasp one of the rungs and be carried either to the top or bottom of the pit.
Lumwik and Trisvyre also notice an odd sensation of
weightlessness as they draw near enough to the pit to look inside of it. For a moment, both adventurers are certain that they levitate slightly, just enough to raise their feet a tiny distance from the floor.
Wandreck, meanwhile, slowly walks the circumference of the steel room with the pit. The thief finds nothing that suggests the presence of traps or snares. Nearing the metal golem, Wandreck can see the fallen elven scout, slumped on the ground a few paces away from the tall construct.
Harkmur, Herodian, and Salenth emerge from the living quarters into the hallway that remains bathed in red illumination. They can see the metal golem performing some manner of work on the wall as Lumwik and Trisvyre study the pit. As the group moves to join the pair, they hear a loud crackling, akin to the snap of lightning, along with the flat, commanding tone of someone speaking an unknown language, all from around the corner in the western passageway where Azad, Sir Cal, and Ella are located.
As Azad voices his uncertainty regarding the spheres’ fate, the pale green globes abruptly appear, only a few paces away from the trio of delvers. Each is perhaps the size of a ripe melon and arcs of electricity constantly shift and spark around their circular bodies.
An instant later, three of the cylindrical metal creatures appear at the debris choked junction to the west. One of the cylinders shoves several of the tall pieces of junk to one side with a single movement, clearing much of the area. The “eyes” at the top of all three cylinders grow red as they perceive the adventurers and their spherical foes.
The cylinder in the lead speaks, its voice devoid of emotion.
[Language unknown: ”Thorutess hoer diniev erawa ictial be ivelarwas stitlo alhaeenaec. Atshe ich eveeat ilcape a traerehas riho lolar relinewh.”]
Ranzarth is able to see everything involving the spheres and cylinders from his vantage point in the shadows.
11:54, Today: Dungeon Master rolled 6 using 1d6. Initiative - Party.
11:55, Today: Dungeon Master rolled 5 using 1d6. Initiative - Spheres and Cylinders.
The party wins initiative and may act first, if they choose.
For reference, the cylinders have a AC of -1. The Will O Wisps have an AC of -8.
This message was last edited by the GM at 17:33, Tue 05 May 2020.