The room is dark, but for a pale blue chamber and a matched pale yellow one.
Console has a receptacle that would fit the Talos key
Key inserted, room hums for a moment, ceiling blurs
Hum builds to a POP!
Falls quiet
Spikes on vessel in room glow
Red glowing Dwarfish (Gnomish) runes appear on wall of central tank
Forge of Enchantment
Error Fault: Power source has failed
For additional operating instructions
🡪 Press Activation Key 🡨
Operation of Forge of Enchantment
Caution: Electrocution or Death�may result from failure to respect �Maximum Operating Height Limit
Instructions on wall of tank scroll with use of the hexagonal key
Operation of Forge of Enchantment
Caution: Electrocution or Death�may result from failure to respect �Maximum Operating Height Limit
Purification �Cell
Purification
Cell
Vessel
Mana�Capacitor
Mana�Capacitor
Mana�Capacitor
Error Fault: Power source has failed
Falls quiet
Dwarfish runes fade away
Room lights up
Ore containers dim as capacitor tanks fill
Mystical pyramid appears in center tank
Spikes above controls glow
Vessel writhes with energy
Head-splitting sound begins to get louder and louder
Error Fault: System Jammed
🡪 Caution 🡨�Do Not Delay! �Explosion Imminent!
(In-game notes here – removed for use of the animation)
(Game: Monk hits vessel hard and top pops open, room quiets)
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)
Close lid and wait…
(Game: superior quality quarterstaff found in Cragmaw Castle put in by Ranger)
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)
Vessel writhes with energy
(Game: note in the animations the tanks are draining as used – so max 3 after initial (jammed) item removed)
Take from vessel (put in vessel?)
(Game: Magic bow-staff! Gnome tinker puts in clockworks item)
Close lid and wait…
Bolts zap from ceiling spikes to vessel spikes
Capacitors drain to lower level
Vessel writhes with energy
Take from vessel (put in vessel?)
Close lid and wait…
Bolts zap from ceiling spikes to vessel spikes
Capacitors completely drained
Mystic pyramid shimmers and vanishes
Vessel writhes with energy
Take from vessel
Lid closes
Lighting dims
Key pieces fall to floor
Room lights dim
Darkness and silence
The Magic Items (Found made)
Novastrike
(+1 to hit) / (1d8+1 piercing)
Taro Tama Nooie
(“Big Boy Pants”)
The Magic Items (made by you)
Kinetic Bracers
Fey Hawk Bow-staff
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.
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:
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.