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The room is dark, but for a pale blue chamber and a matched pale yellow one.

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Console has a receptacle that would fit the Talos key

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Key inserted, room hums for a moment, ceiling blurs

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Hum builds to a POP!

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Falls quiet

Spikes on vessel in room glow

Red glowing Dwarfish (Gnomish) runes appear on wall of central tank

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Forge of Enchantment

Error Fault: Power source has failed

  • Component: Central Mana Capacitor
  • Remedy: Repair lightning rod to surface
  • Safety Guide: �do not attempt repair during storm
  • Alternate reboot option: �Apply magical lightning �targeting central tank rods

For additional operating instructions

🡪 Press Activation Key 🡨

Operation of Forge of Enchantment

  1. Fill Purification Shells with Mana Ore
  2. Awaken Forge with Key
  3. Power Central Mana Capacitor
  4. Load Superior Grade Item into Vessel
  5. Item Designer Activates Key with Palm

Caution: Electrocution or Death�may result from failure to respect �Maximum Operating Height Limit

  1. Retrieve Item from Vessel

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Instructions on wall of tank scroll with use of the hexagonal key

Operation of Forge of Enchantment

  1. Fill Purification Shells with Mana Ore
  2. Awaken Forge with Key
  3. Power Central Mana Capacitor
  4. Load Superior Grade Item into Vessel
  5. Item Designer Activates Key with Palm

Caution: Electrocution or Death�may result from failure to respect �Maximum Operating Height Limit

  1. Retrieve Item from Vessel

Purification �Cell

Purification

Cell

Vessel

Mana�Capacitor

Mana�Capacitor

Mana�Capacitor

Error Fault: Power source has failed

  • Component: Central Mana Capacitor
  • Remedy: Repair lightning rod to surface
  • Safety Guide: �do not attempt repair during storm
  • Alternate reboot option: �Apply magical lightning �targeting central tank rods

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Falls quiet

Dwarfish runes fade away

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Room lights up

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Ore containers dim as capacitor tanks fill

Mystical pyramid appears in center tank

Spikes above controls glow

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Vessel writhes with energy

Head-splitting sound begins to get louder and louder

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Error Fault: System Jammed

  • Component: Vessel
  • Remedy: Strike Key Forcefully

🡪 Caution 🡨�Do Not Delay! �Explosion Imminent!

(In-game notes here – removed for use of the animation)

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(Game: Monk hits vessel hard and top pops open, room quiets)

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Take from vessel (put in vessel?)

(Game: Monk takes out magic bracers attuned to him, party finds superior quality but non-magic items they have to put into vessel)

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Close lid and wait…

(Game: superior quality quarterstaff found in Cragmaw Castle put in by Ranger)

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Bolts zap from ceiling spikes to vessel spikes

Capacitors drain to lower level

(Game: Make save if not on knees or a dwarf or gnome – bolts are not tall-people friendly)

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Vessel writhes with energy

(Game: note in the animations the tanks are draining as used – so max 3 after initial (jammed) item removed)

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Take from vessel (put in vessel?)

(Game: Magic bow-staff! Gnome tinker puts in clockworks item)

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Close lid and wait…

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Bolts zap from ceiling spikes to vessel spikes

Capacitors drain to lower level

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Vessel writhes with energy

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Take from vessel (put in vessel?)

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Close lid and wait…

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Bolts zap from ceiling spikes to vessel spikes

Capacitors completely drained

Mystic pyramid shimmers and vanishes

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Vessel writhes with energy

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Take from vessel

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Lid closes

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Lighting dims

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Key pieces fall to floor

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Room lights dim

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Darkness and silence

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The Magic Items (Found made)

Novastrike

  • +1 Morningstar

(+1 to hit) / (1d8+1 piercing)

  • Radiant : glows like torch
    • (speak “dawn/dusk” in Elvish)
    • +2 (more) damage to undead
  • With (either) Divine Favor
    • (All of above)
    • Instead of 1d8+1 piercing, does (1d8 piercing + 1d8 radiant)
    • On crit, both dice go to bonus
    • Crit also emits flash of light (all undead in 20 ft lose half speed until your next turn unless WIS save vs. DC 11)

Taro Tama Nooie

(“Big Boy Pants”)

  • Bright purple underwear
  • Strength +1 (Max 20)
  • Wearer considered size Large when advantageous:
    • Grappling, shoving, resisting
    • Carrying capacity
    • Use of Two-handed Weapons one-handed

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The Magic Items (made by you)

Kinetic Bracers

  • On your turn, expend Move (Speed) to build force while staying in place
  • For every 20 Speed powered up, boost Martial Arts damage die for your turn�(Example: �40 Speed can boost 1d4 🡪 1d6 🡪 1d8)

  • Limitations
    • Cannot boost above 1d12
    • Speed enhancements from spells or items are nullified

Fey Hawk Bow-staff

  • Bonus Action morphs between quarterstaff and bow
  • Quarterstaff automatically casts Shillelagh cantrip if user knows it (chance of causing Wild Magic effect)
  • Longbow has fresh string, user gains ability to cast 1st level spell Propelled Archery (limited by user’s spellcasting ability)

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The Magic Items (made by you)

Seeing Sword

Each of the following powers effectively require the sword’s “concentration” - so to use one of the powers, all prior power effects will be interrupted/cancelled. The “mode” of the sword is set by turning a triangular symbol set into the top of the hilt.

Glyph of Clairvoyance (~3rd level Divination)

Scratch the symbol to the left into the surface of a solid object (typically wood or stone). The symbol will appear as if smudged by a piece of charcoal. Any (even partial) erasure of the symbol (simple wipe of hand, rain, itchy bear, mildew, etc.) will terminate access to the view. The symbol will detect as magical.

After inscribing the symbol, you can place your hand on the hilt of the sword and thumb over the symbol, close your eyes and concentrate to begin to see from the inscribed glyph. You will only get visual information (no sound) as if you were standing at the point of the glyph. The time it takes between concentrating and seeing depends on the distance between you and the glyph.

  • If the glyph is within sight, can be used instantaneously (like a mirror)
  • If the glyph is within 1 mile, requires 1 minute to begin seeing
  • If the glyph is within 100 miles, requires 10 minutes to begin seeing, and will not be “live” - what would have been seen 1d10 hours previously
  • If the glyph is within 1000 miles, requires 1 hour to begin seeing and what is seen will be 1d4 days + 1d100 hours previously
  • Beyond this range (or any extra-planar access), requires use during a long rest and will have the typical fuzziness and forgetfulness of dreaming.

Inscribing a new symbol when an old one is active causes the old one to fade away.

Augury (2nd level Divination) 

You receive an omen from an otherworldly source about the results of a specific action that you plan to take within the next 30 minutes. 

The DM chooses from the following possible omens:

  • Weal, for good results 
  • Woe, for bad results 
  • Weal and Woe, for both good and bad results 
  • Nothing, for results that aren’t especially good or bad 

The spell doesn’t take into account all possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.  With each additional inquiry before your next long rest, there is a cumulative 25 percent chance (after the first) that you get a random reading. The DM makes this roll in secret.

Legend Lore (5th level Divination) - usable 1/week

Name or describe a person, place, or object as the subject of inquiry. Must have something in your possession tied to the history of the subject and in contact with a mind that would know the lore.

The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary / historical significance, you gain no information. The more information you already have about the subject, the better chance for learning more precise and detailed information. What you learn is accurate but might be figurative or embellished with the “stuff of legends” sort of language.