Book-keeping Notes, Session 92 (1/20/15):

– We concluded the session around 7:00am on the 20th of Faurilden with the group selling treasure to Marchmain Sivis in Xen’Khel’s Upper City.

– Still Idling somewhere Underground: Finkleworm

– Hanging out with ancient warriors, mech monkeys, and a giant snake-lady and probably still feeling kind of lost: Ryker

– Wondering how he can travel thousands of years and several miles just to end up in the same damn footlocker: Kalgunn the Elder

– Still Faithfully Guarding the Last Resident: The Security Automaton

#exploration-bookkeeping

SESSION 92: 2016-01-20

SESSION 92: 2016-01-20

Ferelden 19

After discover the other robot. The team returns to the lower level to mend Thorfus’ wounds and make repairs to the Mechanical Monkeys and rest up a little.

During his watch – Chuq notices that one of the Undying Workers is a non-dwarf; a human, native islander – remarkably in good shape without decay of any kind. Chuq indicates this to Axel, Edan and Derick who were awake during the watch.

By the time Edan & Derick have rested and have prepared their magic the Mechanical Monkey have managed to repair themselves back to working condition – somewhat worse for wear- but functioning.

Chuq suspects that there may be another entity at play here and requests that Thorfus speak with the Repair Sentinel and ask about the non-dwarf. How he got here and when.

The Repair Sentinel replies that the “non-engineer” arrived at the power facility 8 days ago, about the same time as the Dark Elf we found earlier. Further inquires tell us that other non-dwarves have been to the facility recently.

Based on those answers – Thorfus and Axel decide to open one of the locked rooms – which turns out to be a control room of some kind.

The control room shows recording of recent arrivals – a wounded Dark Elf came in first, hid then was followed by the Islanders and two Undying. It seems that the Dark Elf was being followed by the Islander. After some hesitation and frustration the Islander and Undying leave the entry hall and was then followed by the Dark Elf. Control room seems to control the facility defenses.

The then explore the remains of the this level of the facility – basically a mirror image of the rest of the facility. Kalgun warns us that going up to the top scaffold would result in damage to him – he also ads that bringing the sphere would result in damaging it and preventing it from being used to revive XenoTel.

The Boys finally decide to take care of the remaining automaton. Kalgun recommends a way to disable the automaton. Thorfus first attempts to communicate with the automaton with the bioforge key. After a brief conversation, Thorfus steps out and faces the automaton and it tell him to remove his armour and weapons before approaching. Further conversation with the automaton indicate that there’s only one “resident” that she or he is being taken care of and does not require food or water.

Chuq removes his weapons in order approach the automaton after Thorfus tells it that Chuq is his slave. He walks by without issue and examines the rear of the automaton – then looks at the remaining rooms and notices a body on a bed with a glow somewhere in the room. The glow is actually a jury-rigged a Cook Automaton into a Surgeon Automaton that seems to be plugged into the wall. The glow emanates from a panel on the automaton.

With an image in his mind Edan asks Kalgun what the jury-rig may be, he’s surprised and says that it’s seems to be a Stasis Unit of some kind.

After searching the rooms, Chuck grabs the Information Reliquary and returns to group who then head back down to the Rec Room in order to read the Information Reliquary.

The cube’s two entries tell the story of how the Chief Engineer’s Assistant (Nolmeda Durra’hin) and some remaining engineers orchestrated a counter measure to the Chief Engineer’s harvesting order – she managed to acquire the stasis unit and jury-rig it in order to save her child when she realized that they were doomed to starve to death.

After careful consideration – the Boys decide to leave the baby in stasis (it’s safer there than with us) until they can figure out a proper plan to retrieve the baby safely.

The party then decide to head back to base in order to sell some gear and create a plausible story to make the Silver Throne believe that Luppa has left the area using Reiker to spin a tale about being trapped in the city after she left through a tunnel she then collapsed.

Using the mask, check checks the situation above and finds nothing out of the order. Then activate the portal and move through.

After checking for patrols they head back to Luppa’s new hideout. After some book-keeping, they fill in Luppa with recent events.

Leaving Reiker with a communication broach (Edan has twin), the ancients, Kalgun (the sword) the Boys head back to the Manor. Thorfus ordered the Mechanical Monkeys to help with widening the tunnel.

Upon returning to the Manor news is gathered – but nothing much seems to have happened in the last 48 hours. Since it’s very late they team opts to rest and then go see Marchmane in the morning.

The meeting with Marchmane goes well. He informs us some potential issues back in MidMarck – one of their enemies and the Boys sell a good amount of gear for a tidy profit.

Treasure Gained, Session 91 (1/13/16):

Treasure Gained, Session 91 (1/13/16):

– 1321GP

– Op. crimson stone

– Trans. deep blue gem

– Op. rich brown gem w. gold center

– Op. pale blue gem

– Op. light blue-green gem

– Transl. pale blue-green gem

– Transl. dark green gem

– Transl. watery gold gem

– 2 Transp. deep purple gems

– Op. mottled deep blue gem

– Op. dark grey gem w. red flecks.

– Op. crimson stone

– Transl. brownish gem with green mix

– Transl. violet gem

– Op. dark blue (almost black) gem

– Op. light blue gem w. yellow specs

– Transl. violet gem

– Transl. white gem that glows pale blue

– Op. pale pink gem w. gray mottling

– Op. black gem 

– Op. gem w. bands of black & white

– Transl. pale blue gem w. gold mottling

– Transl. rich purple gem

– Op. white lustrous stone

– Transl. rich olive green gem

– Op. light pink gem

– Transl. deep green gem

– Transl. deep blue gem

– Op. brown gem w. golden center

– Transl. deep blue gem

– Transl. golden yellow gem

– Op. light blue-green gem

– Wrought platinum ring w. transl. green gemstone

– Wrought gold ring

– Wrought silver & gold circlet

– Op. light pink gem 

– Wrought Silver & gold bracelet

– 2 Security Automata Control Cubes

Total GP/XP Known: 1321

General PC GP/XP Shares: 220XP / 264GP (1GP for party fund)

Derich/Pons XP Share: 110XP

#treasure-gained

Book-keeping Notes, Session 91 (1/13/15):

Book-keeping Notes, Session 91 (1/13/15):

– We concluded the session around 5:10PM on the 19th of Faurilden with the group split between the main floor lounge and one floor up in the residential area. The party has been exploring beyond the portal for 171 turns (28 hours and 30 minutes).

– Idling somewhere Underground: Finkleworm

– Feeling a bit disposable: The remaining monkeys

– Exiting Bullet Time: Chuq

– Very Proud of his Attack Routine: Thorfus

#exploration-bookkeeping

SESSION 91: January 13, 2016

SESSION 91: January 13, 2016

We found that the elevator would only ascend one floor, but we had access to the two lower levels.

Level 1 had something moving and the level appeared destroyed through the eyes of the monkey automaton used to scout.

The two lower levels were in decent shape and the water worked. One of them had a functioning cleaning automaton. The scouting monkey found many gems and identified a lot of gold. We then visited the two lower levels and found a lot of gold and a few other items to go with the gems.

Before leaving the lowest level, Thorfus directed the cleaning automaton to clean the rooms that had been locked with red lights.

We tried going up to one level and the security automatons were conflicted. When Thorfus told them to disregard the chief engineers orders, they resumed focus on defending the engineers and had pure anger towards us.

We pulled back and formed our plan to use the 7 monkey automatons as a wall. Chuq shadow stepped Thorfus and Axel behind the two security automatons, and Edan ran to the room on the left.

The monkeys took the brunt of one automaton from a frontal assault and all but one of the 5 assaulting it were dropped, the remaining is severely damaged (1hp). The other two automatons were unscathed as they were “behind” the other automaton that was focused on Axel, Thorfus and Chuq.

Thanks to magic missiles from Edan, he sped up our defeat of both security automatons. Thorfus was able to deal the killing blow to each.

Thorfus had the surviving monkeys gather up the remains of their comrades and put in a large sack for later repair. Thorfus also had them gather the control cubes from each of them.

We then searched that level and gathered up many more gems, some jewelry and more gold.

The top level eastern hallway had collapsed into the fist level eastern hallway. Thorfus had a monkey pass through the rubble and gather up the valuables from the rooms in the eastern hallway.

Thorfus then had a monkey go to the top level and scout and recover all the items from all but the last two rooms. Again, more gems, jewelry and gold.

The last two rooms near the elevator are guarded by a security automaton. Thorfus sensed watchfulness, endless patience, and pride from it in its duties. We surmise that the “surviving” engineers were dragged to these two rooms to be guarded. The monkey came up to it and it aimed its weapons at the monkey and spun them up, but did not fire. When the monkey left, it spun down its weapons.

We will address what to do with this remaining automaton and final two rooms before we do further exploring of this facility, and then leave.

Healing sounds like a good idea….

Treasure Gained, Session 90 (1/6/15):

Treasure Gained, Session 90 (1/6/15):

– 1,200EP (240EP/PC)

– 1,117GP (223GP/PC; 2GP Party Fund)

– 514PP (102PP/PC; 4PP Party Fund)

– Two Silver Throne cards

– 1 transp. deep purple stone

– 1 transp. pale yellow stone

– 1 transp. deep bright green stone

– 1 op. stone with circles of blue

– 1 transp. violet stone

– 1 op. gray-black stone

– 1 transl. light green stone

– 1 op. pale blue stone

– 1 op. black stone

– 1 transp. pale brown stone

– 1 trans. gold & yellow stone

– 1 trans rich olive green stone

– 1 op. deep black stone

– 1 op. white stone

– 1 trans white stone with pale blue glow

– Ring (Wrought Gold; unmarked)

– Platinum choker with transl. green stone

– Ear Cuffs (Jade)

– Adamantine Chain Mail (600XP)

– Adamantine Buckler (250XP)

– Cloak of Elvenkind (1000XP)

– Boots of Elvenkind(1000XP)

– Adamantine Short Sword

– Hand Crossbow with 12 darts

– Stone Portal Key (ADCFGX)

– 2 Decks of playing cards

– Chess Set

– 4 Information Reliquaries with games

Total XP Known: 5420XP

General PC XP Shares: 903XP

Derich/Pons XP Share: 451XP

#treasure-gained

Book-keeping Notes, Session 90 (1/6/15):

Book-keeping Notes, Session 90 (1/6/15):

– We concluded the session around 8:10AM on the 19th of Faurilden with the group standing at the electrical hoist in the Power & Engineering facility. The party has been exploring beyond the portal for 117 turns (19 hours and 30 minutes).

– Idling somewhere Underground: Finkleworm

– Weighing Ability Score Gains Vs. the Freedom of the World: The Starchie Boyz

#exploration-bookkeeping

Session 90

Session 90

6:40pm, 18th Faurilden

We spend a long time standing around asking Kalgunn questions and musing over the things we learn.

Revelations as to the PEPs origins have us go into a little test with Axel’s suit regarding the Voltaic Converter, but there doesn’t seem to be a safe way to do so and the danger is too high. It would be possible in this area, but the dead PEPs are just that, as we need power in the battery to even activate the Converter. Worst case is that the battery is destroyed, rendering the armour unusable. Realistically, the wearer would be unharmed, but it has been 2000 years, and the Converter is only just an emergency option. The next subject is the portals, and how we can possibly alter the connections, access new keys, and potentially even Xen’Teler.

We ask Kalgunn about the scrying mask. He asks in return if the network was still in operation, blanketing the planet, though we only have access to view locations in Curabel. We ask if it is possible to repair it at all, and he banters back about skill and such. We do learn however that the mask, and others like it, connect to multiple orbital relays.

Next, Edan relays an image of our portal keys, and we ask if it is possible to modify the key so we can access other portals on Meidia. He tells us that this is the standard key, which makes sense why we can’t access the special labs.

Feeling that he had answered enough questions, Kalgunn announces he would like to confirm the situation for himself, and does so with startling alacrity.

 “Fact One: You or one of your companions – possibly an Ironhand or Rhom’Khul dwarf — carries a Possibility Sword with limited charges and a Control Circlet of indeterminate (but not platinum) authority.”

“Fact Two: You or one of your companions fears being dominated by someone possessing a Control Circlet of greater power; it is also likely that this same threat has a force of Undying Warriors in his service.”

“Fact Three: Despite your limited knowledge of my people’s empire, including the Crystal Tower itself, you know of Marchmain Sivis even though he died with his greatest construction a long time ago.”

“Fact Four: Although by your own admission it has been millennia since XenoTel was destroyed, you think there may be some way to restore him and you fear this possibility.”

“Fact Five: Xen’Khel’s secret lab was tasked with reverse-engineering the Dragon Emperor’s Consort’s weapon in order to restore Xen’Teler.”

“Conclusion: Your group of grave-robbing friends has done very well for itself – so well, that you have come to the attention of someone much better versed in dwarven technology than anyone alive has the right to be. Marchmain Sivis would fit that description incredibly well, but he should be dust now given Xen’Teler’s destruction at Heaven’s Fall. However, you also specified it is approximately two millennia since the rebellion … which is … an interesting date, to say the least. It leads me to believe that perhaps XenoTel’s demise was reported in error, even if he was severely wounded during the rebellion. If so, it would make sense that Marchmain Sivis would be chosen to be the agent of XenoTel’s restoration since the Architect’s failure with the Crystal Tower marked his downfall. He would, quite logically, focus his attention on the labs of Xen’Khel where the last of my people’s engineers were working on the weapon that brought about that downfall – labs that have apparently lain untouched since the rebellion by your admission.”

“So, how accurate are my extrapolations? Please keep in mind that I am working from a data set that has been deliberately (if amateurishly) limited on purpose to obscure the truth of the situation.”

We then ask what Kalgunn’s opinion of Marchmain is. He says he is not surprised that Marchmain would’ve chosen as XenoTel’s agent for restoration, but also that he didn’t earn his position entirely on his own merits, more who he married, even if he was an engineer of some talent, it was oestentatious, as evidenced by the tower, which had a crucial weakness.

As to his continued existence, that would support the idea of XenoTel’s demise being misreported, though his body at the time would likely be lost. He also did not recognise the Marchmain we know, though would be able to verify that with a short conversation with Marchmain, as he was known for his honeyed words.

Kalgunn reveals that XenoTel had the ability to recreate bodies for dwarves, and it would be possible to retrieve his essence from the sword and return it to a body of his choosing. XenoTel also had the ability to ‘recall’ a person perfectly. (This is would explain the Thorfus clones Chuq witnessed in the dreamscape).

We ask about the 22,000 mile distance to the nearest location for PEPs. He explains that the fastest way of getting there would be by ship, and not by ocean, but by going straight up. The only faster way would’ve been the Crystal Tower.

When asked his feelings on Marchmain restoring XenoTel, he answers that it wouldn’t really affect him overly much, as he wasn’t one of the favoured, and would have very little information of use to XenoTel about the current time.

He asks more about the current date. Our answer of the current dating scheme of 525 after the Imperial Occupation is useless to him, though we have to inform him a little of the islands history, as it made no sense that the Emperor would occupy, as he was a native himself.

Thorfus checks the Bioforge Warden’s information cube to help ascertain the true date, as he sees some 2000 years passing as auspicious. If Marchmain is working to restore XenoTel, then it’s odd that nothing has been done, or has succeeded up until now. We begin to wonder if there is a time a limit, and if this tied into the Dragon Emperor and his consort at all.

Araquiel is able to to confirm that it has been 2000 years since the Rebellion, give or take a decade. His people viewed the Empire’s occupation as a transient threat, and that the Devilfish’s primary concern was continuing to make sure all traces of the Ancient Dwarven Empire remained destroyed and buried. Araquiel himself was unhappy when the Dragon Emperor originally left Curabel, as there was still work to be done regarding the dwarves.

Oddly, this gives us another pattern, whereupon every 1000 years since Heaven’s Fall, the Dragon Empire as returned in someway to Curabel, though it’s hard to draw intentions from the actions of the Emperor.

The mission of XenoTel was to colonise the planet, and we ALL  come from there, implying that all races do. Xen’Teler, is simultaneously a place and the thing that resides there, and he would like to return if given the chance.

We decide to be a little more transparent with the sword, and explain how we came to meet Marchmain and the task he presented us with. Kalgunn can help us with that, but perhaps we shouldn’t hand the sphere over to Marchmain, as there ‘won’t be any glory left over for us’. He agrees with Axel’s distrust of Marchmain, but obviously takes pleasure in denying any glory to him.

The sphere we seek is reportedly an antidote to repair the damage done to XenoTel, the second problem would be reaching Xen’Teler to utilise it, though if Marchmain has indeed returned there must be some way of reaching it, despite the Tower’s fall. It becomes apparent, that by whoever’s hand XenoTel would return, it would mean bad news for the non-dwarven peoples of Meidia.

Kalgunn himself seems in favour of that, being of an older time where the dwarves were the higher race, but largely seems out for his own ends.

It comes down to what our party believes and desires. Originally, the idea was to destroy the sphere, as we believed XenoTel was merely an evil deity, but now it seems there is a promise of glory and power, but at the cost of the world and freedoms as we know them.

Personally, I think this solidifies my desires. The Ancient Dwarves were a powerful and technological wonder, and the proliferation of that ability would be amazing, but I am a modern dwarf, and everything aspect of the my ancestors society I have witnessed thus far has appalled me. I have never been a religious dwarf, I believe in the power of my axe-arm and a good sack of gold. I have lived my life seeking adventure beyond the walls of Xenilum’Khel, amongst not only dwarves, but humans, elves and other races.

My goal, and I think Chuq for certain stands with me, is to continue to prevent the return of Xeno’Tel.

The party continues to talk and debate for hours, even over dinner, and eventually beds down for the night. We experiment for some time with the fortress bracers, eventually realising we can just ask Kalgunn what they were. He reveals that they were a gift he received. If you touch the letters on them, they activate for ten minutes, then will not work again for a day. They are designed to protect you, but at the cost of being able to hurt others.

We ask about the other items from the chest. The box contains his father’s bones and detects lies. The circlet with the gems blocks ESP. The braided circlet belonged to Kalgunn the younger, which he used to improve his coordination. The yellow potion is some kind of metamorphosis potion. The black cards are as we thought, are Personal Account Cards, and with passcode allow access to the owner’s personal hoard, which works via trans-spatial energy. The golden brooches are a pair, and work as communications devices, without the weakness of the mental circlets.

The party beds down for the night, setting a customary watch, which is uneventful. We proceed to finishing our exploration of this area, heading north in the eastern wing. The first door we came to seems to be a games room of some kind, with round tables and holograms. A number of games lie around, as well as coins and gemstones. We gather up everything, our pockets and carts becoming rather full.

The door at the top of the room opens into what appears to be a shower room with a small pool or bath at the rear. The water is crystal clear, and a humanoid creature is lying next to the pool. It is headless, but with dark skin. Something is in the water below it, looking to be a round stone on a chain, similar to our keys. There is an empty water skin next to the body, but no sign of its head. Oddest of all, the body appears to be at best a week old, though battered.

Chuq is able to fish the key out of the pool with his spear, and as we examine it to our elation, it is marked with the letters a,d,c,f,g and x! Going through his belongings, we get some more currency and stones. Chuq is also able to replace his sun-damaged dark-elven gear with new stuff. Asking the automatons about the corpse reveals he arrived five days ago, alone, and was processed as extraneous meat.

We head further up the corridor. Thorfus picks up an automaton to the north, doing nothing but waiting in darkness. The door opens to a hallway, with doors to the east and north. The first room is L shaped, holding a bed, a footlocker, a bureau and another door. The bureau hold rotten clothes, some gold and some jewellry. The footlocker hold more rotten clothes and jewels. The door is just a restroom.

The next room is locked, and Chuq can hear a loud drumming noise that disappears when the door opened. Within is a similar room and items, with more gold and jewels. Chuq has an idea and fetches Pons to check for secret areas within the room, but is met with little more than jokes.

The north-most room holds the presence Thorfus found earlier. It is revealed that the automaton within is similar to the chef-types we previously found, except optimised for cleaning. It asks if there any cleaning to be done, and has not been used since the rebellion at least. It once shared the room, a utility closet, with a security automaton, but it has been gone a long time.

Back in the main corridor, the last door head south. It is a smaller 10′ by 10′ room, with a panel of five buttons, b1, b2, f, f1, f2. Clearly an electrical hoist. Kalgunn explains that they would lead to the engineer’s personal chambers. Each floor would hold two suites similar to the ones we had just been in.

Session 88: Silent Running or Reiker Beams Aboard

Session 88: Silent Running or Reiker Beams Aboard

18th of Ferenden, Mid Morning

Chuck, Axel and Thorfus leave the Colossus head and make it back to the gear chamber after asking it questions (see last session).

After ordering the mechanical monkey to complete the repairs of the Colossus the group decides to head to the portal. We stop at the end of the Wyrm-created tunnel while waiting for the Dwarven troops to leave for their shift change.

During the wait, they hear noises coming from the room near the tunnel’s opening. Edan cloaks himself and investigates. It turns out to be a man scuffling around – smelly, beaten up – and hungry looking.

Edan reports back and Thorfus and who goes up and confront the man with Edan following. The man seems confused and explains a rambling story and introduces himself as Curate Reiker of the Church of the Ark – a friend of Galran a former member of the Starchy Boys :

So, then, here’s the rest (briefly): Your cleric was sent along with several clerics and paladins of Baldric Evenkeel to rescue the town of Newton from an undead plague. Everything went horribly, though — far too many undead (more than could be accounted for from such a small village). You persevered to the end, though, making a valiant last stand against the creatures with a young paladin named Galron and his squire, Kilmar.

In the brawl, you and Kilmar were hit by undead and felt your muscles freeze up — the last thing you saw before the wave of undead crashed over you was Galron, screaming in anguish as Kilmar fell.

Neither you nor Kilmar were dead, though. The undead carried the two of you back to a rift in the ground, inside of which was a mass grave and an elven priestess with dark skin and white hair controlling the undead and commanding several similar-looking elven warriors. They loaded you and Kilmar onto carts along with several other captives and sent you down into the depths via winding tunnels.

After several days of travel (or so it seemed; BTW, let me know if you take Elven for a language), the prisoner carts reached an underground river crossed by an ancient dwarven bridge. While crossing, the strange elves came under attack by dark-skinned gnomes, who threw darts from cover on either side of the rushing water. In the chaos, you freed yourself and plunged into the frigid underground river – leaving Kilmar and the other captives behind and not seeing the conclusion of the elves battle with the strange gnomes.

Eventually, you washed up in some abandoned tunnel alone and freezing with only your holy symbol. All hope seemed lost, but you soldiered on regardless — using your light spell to find your way and creating food/drink to keep yourself alive via prayer. Many weeks of wandering ensued, until your travels in the Underdark brought you to what appeared to be an abandoned dwarven mine. Following the tunnels upward, you eventually came to a chamber with a large hole in the floor and piles of gears and springs scattered across the floor …

No problem — since you know elven, you would have been able to understand your captors (their accent was odd and many of the terms and phrasing archaic, but otherwise understandable). From their talk to one another, you know the captives were bound for their city somewhere beneath the island where they would serve as slave labor. There was also some talk about selling some of the captives to the “Hidden Ones” who were paying a premium for laborers to excavate some ruins elsewhere in the Underdark. The mass grave the elven priestess was using as a source of undead also seems to be connected to these Hidden Ones.

He had no idea how he got here – wherever here is.

After feeding and giving drink to Reiker – Chuq requests permission to probe Thorfus’ sword in order to test a theory. He believes that Marchmain may be tracking us using Ancient Dwarven technology like Thorfus’ Probability Sword. Results are inconclusive.

After loaning Rieker some gear, the Boys wait for the shift change and dash to the portal and dial in to “Engineering”. Transporting without incident except this time the group was scanned as they cross through – but thanks to Axel’s security passes we were not harmed by the site’s defenses.

Entering into an hourglass shaped room, the team quickly gets ready. Chuq (ESP Helm) and Throfus (Command Circlet) scan for threats – Alhough Chuq senses no intelligent threats, Thorfus senses Automatons to the north and can see through their eyes. After some self inspection it seems they are all Undying. Further scans find many more Undying all around the facility – including one room which is a “factory” for making or repairing Undying.

Above the chamber, Thorfus senses a group of flying spheres preoccupied with keeping everything running.

After some discussion – the group decides to heads to the south. The door opens to the engine room. Large machines being tended by Undying, all oblivious to our presence. The Boys decide not to interfere with their work.

The team files through a door to the east, leading them into “Mood” rooms our lounge with glowing stones on tables and a transparent ceiling – showing all who look the sphere Thorfus sensed earlier tending to more machinery. Edan collects one of the “mood” stones for study and the rest are dumped into a bag – they may be worth something.

The Boys decide to explore an area to the South East where they sensed “stored” undying. There they found a corridor with rooms on either side filled with 4 undying each. Locking the doors as they travel to the end of the corridor where a door leads to a repair droid area equipped with what looks like a portal. The Repair Automaton seems inactive, but when a mechanical monkey tries to reach pedestal it’s grabbed by the Automaton and is examined then placed back next to pedestal.

Thorfus has the mokey place his control key on the pedestal and confirms that the portal works.

As they leave the machine grabs a monkey and “upgrades” it making it impossible for Thorfus to control. Apparently automatons must be set to work maintain power.

Next, the Boys turn back and check the Cafeteria, through the a door opposite the corridor they just explored. There a monkey tries take the platinum utensils but are stopped by the “drones” – using his circlet, Thorfus confirms the Drones say they need the utensils, but we take them anyways.

Further down another adjacent corridor we find two more locked doors. The first is a workshop filled with schematic plans and mechanical parts. Edan and Thorfus move to collect all the the plans, but as they touched the center table they trigger a devastating trap – nearly killing Edan (again) and barely annoying Thorfus – thanks to some quick healing Edan survives, but the plans on the central table were destroyed.