Into the Arcanex

After dealing with the Dwemer automatons in the workshop, the group moved deeper into this ancient locale, finding what looked like an office or study of sorts. Mostly barren, any writing implements were either not used here, or were taken away long ago. However, the group did find a small cube, made of the same type of metal as the décor in this location, as well as the automatons. After a short while of fiddling with the cube, the group’s resident Dwemer managed to activate it, unleashing a magical projection, from which he could ascertain how to build and maintain a number of small automatons of Dwemer origins. At the corner of this projection, the group noticed a small quote: “Facts do not care about faith”.

Feeling satisfied there is nothing more of value in this room, the group made their way further into the ruined complex, finding a large clearing. Ahead of them was a massive wall, around 90 feet high. A large double door sat at the center, surrounded by five metallic devices that looked like they could spin. High up above the door was a large head made of the same Dwemer metal, depicting a Dwemer of old. At the center of the courtyard was a kneeling skeleton, with two large bolts pinning it to the ground. As the group inched cautiously closer, an apparition materialised in front of them, showing a man pinned down by the bolts, uttering his goodbyes to his group, who died following his lead into this ruin. As some of the group located the Ballistae that killed this man and tried to dismantle them, Morag decided to cut to the chase and cast the Knock spell at the door, unlocking it immediately.

Making their way inside, the group found what looked like a factory of sorts. Two furnaces flanked the main central table on either side, with conveyor belts that lead towards the table itself. Several types of equipment was still strewn across the table, along with some enchanted items. Across the table from where the group stood, were two skeletons, close to a beautiful staff that stood upright. Further in, in the darkness, a massive automaton, maybe around 30 feet tall, stood strapped into a large metal structure. A full length mirror stood next to the table, and when the group moved closer, a face materialised within the mirror, asking if ‘Mezalf the Arcane’ was home. Nerk, being the only one who spoke fluent Dwemeri, tried to convince the mirror that he was indeed Mezelf. However, the mirror did not recognise the voice, and activated the rooms security system. The door slammed shut and locked itself, while the Dwemer Centurion at the end of the room released itself and started slamming its hammer arm and swinging its sword arm at the group, as well as occasionally blowing scorching hot steam at them. With some clever moves, primarily by planting an Immovable Rod within one of its arms and activating it, the group managed to disable the Centurion and the Dwemer Spider Workers that crawled out of the pipes to fix it.