This 8-foot-diameter, 10-foot high room holds a large artifact called a teleportation ray. The artifact fills the entire room except for a small 3-foot diameter gap at the center of the room, just above the hole that connects the fourth floor.
The room is totally dark except for the light from Angus' torch. The large artifact takes up almost the entire room.
<Well, I certainly didn't mean to tell you it was a teleportation ray. If it is labeled it's in a protodraconic script used in somw parts if Abeir, so not something you could read at any rate. It is revealed with a DC17 Arcana / Investigation check though, so let's just assume T makes it. identify has the same effect. >
The teleportation ray can be activated for 1 minute via the psionic activator on the fourth floor.
Re the mimic battery: One charge is enough to keep the ray active for 30 days. When activated it produces a beam of light, directed through the hole between floors, that teleports any creature that it touches.
Angus notices that, in between the clockwork gears and metal pipes, a section of the machine is embedded in the eastern wall. This section of the wall has a 4-foot-diameter opening at the center that exposes a light indicator from the teleport ray. The light indicator flashes bright green every few seconds when the machine is active. If the machine is thoroughly destroyed, Medium and smaller creatures can leave the tower through the resulting hole in the east wall.
"Mmmph," Angus mutters, as he struggles to turn around in the quite cramped 3-foot diameter circle he shares with Tetrevess and possibly a very large lizard. "Well, do we wanna turn it on? Or should we go back down and see what lies beneath?"
”Hmm. Well I know what it is- it’s an amazing teleportation machine. Or maybe a shrink ray.. no… no… it’s teleportation- you see this flux capacitor- that’s how you can tell. Let me see how he destination can be controlled…” (Can you control the destination? If not, he suggests we disable it to keep it from being activated while we Keep looking
<You guys are way overthinking this. Please just use the thing to get to the other side of the deadly glowing miasma blocking your path down. Or make a hole in the wall and climb down. Either way, just do... something. Its just an elevator. It goes down. Thats it. More like an escalator I suppose, then.>
"Hmm, it would seem the way down is blocked by that colorful energy. I guess we'll have to use this machine to get to the rest of the Forge. I volunteer Sam to get the needle in the back of his scaly head."
Angus then will attach the battery to the teleportation artifact.
"Hmm, it would seem the way down is blocked by that colorful energy. I guess we'll have to use this machine to get to the rest of the Forge. I volunteer Sam to get the needle in the back of his scaly head."
Angus then will attach the battery to the teleportation artifact.
The instant Angus attaches the battery, the crystal on the bottom of the machine produces a green magical ray narrow enough to fit through the holes of every floor and reach the first floor, cutting through the glowing vapors filling the middle floors.
<its an either / or. You can get the needle to save the battery for later.>
Tetrevess believes (correctly) that touching the bean if light will transport a creature to the destination.
<I'm just ruling that you all agree to touch it. I normally wouldn't tell you this, but ... if you fail this, you get Disintegrated>
The instant you touch the beam of light, you find yourself in another room if the tower. The space is dark except for Angus' torch.
This floor consists of an empty, 20-foot-long, 10-foot-wide room with a 1-foot-diameter vent at the center that drains the miasma from the second and third floors once the correct panel on the second floor is activated. The ceiling has a 3-foot-diameter hole in the center.
Panel Switch. On the east wall is a square panel switch with a faded down arrow on it. Behind the western door is an L-shaped stairwell that leads to the second floor.
The east door leads to a 10-foot-long, 5-foot wide room. On the northern wall is a faded exit sign written in ancient Draconic. The exit sign implies there should be a door there, but none is visible.
“Levitate would be a good idea, but sadly, no.” Tetreves climbs up slowly.
This 8-foot-diameter, 10-foot high room holds a large artifact called a teleportation ray. The artifact fills the entire room except for a small 3-foot diameter gap at the center of the room, just above the hole that connects the fourth floor.
The room is totally dark except for the light from Angus' torch. The large artifact takes up almost the entire room.
Tetrevess; Make an Arcana check.
Angus: make a perception check.
(Is it labelled "teleportation ray" or is that OOC info?)
Angus Perception 6
<Well, I certainly didn't mean to tell you it was a teleportation ray. If it is labeled it's in a protodraconic script used in somw parts if Abeir, so not something you could read at any rate. It is revealed with a DC17 Arcana / Investigation check though, so let's just assume T makes it. identify has the same effect. >
The teleportation ray can be activated for 1 minute via the psionic activator on the fourth floor.
Re the mimic battery: One charge is enough to keep the ray active for 30 days. When activated it produces a beam of light, directed through the hole between floors, that teleports any creature that it touches.
Wrong thread
Wrong thread
(Did Angus perceive anything?)
Angus notices that, in between the clockwork gears and metal pipes, a section of the machine is embedded in the eastern wall. This section of the wall has a 4-foot-diameter opening at the center that exposes a light indicator from the teleport ray. The light indicator flashes bright green every few seconds when the machine is active. If the machine is thoroughly destroyed, Medium and smaller creatures can leave the tower through the resulting hole in the east wall.
"Mmmph," Angus mutters, as he struggles to turn around in the quite cramped 3-foot diameter circle he shares with Tetrevess and possibly a very large lizard. "Well, do we wanna turn it on? Or should we go back down and see what lies beneath?"
Bump.
Hobbitism?
(Welp.)
Tetrevesss arcana 17. He says
”Hmm. Well I know what it is- it’s an amazing teleportation machine. Or maybe a shrink ray.. no… no… it’s teleportation- you see this flux capacitor- that’s how you can tell. Let me see how he destination can be controlled…” (Can you control the destination? If not, he suggests we disable it to keep it from being activated while we Keep looking
(LOL)
<You guys are way overthinking this. Please just use the thing to get to the other side of the deadly glowing miasma blocking your path down. Or make a hole in the wall and climb down. Either way, just do... something. Its just an elevator. It goes down. Thats it. More like an escalator I suppose, then.>
"Hmm, it would seem the way down is blocked by that colorful energy. I guess we'll have to use this machine to get to the rest of the Forge. I volunteer Sam to get the needle in the back of his scaly head."
Angus then will attach the battery to the teleportation artifact.
“Wow wow wow why me”
The instant Angus attaches the battery, the crystal on the bottom of the machine produces a green magical ray narrow enough to fit through the holes of every floor and reach the first floor, cutting through the glowing vapors filling the middle floors.
<its an either / or. You can get the needle to save the battery for later.>
Tetrevess believes (correctly) that touching the bean if light will transport a creature to the destination.
<I'm just ruling that you all agree to touch it. I normally wouldn't tell you this, but ... if you fail this, you get Disintegrated>
The instant you touch the beam of light, you find yourself in another room if the tower. The space is dark except for Angus' torch.
This floor consists of an empty, 20-foot-long, 10-foot-wide room with a 1-foot-diameter vent at the center that drains the miasma from the second and third floors once the correct panel on the second floor is activated. The ceiling has a 3-foot-diameter hole in the center.
Panel Switch. On the east wall is a square panel switch with a faded down arrow on it. Behind the western door is an L-shaped stairwell that leads to the second floor.
The east door leads to a 10-foot-long, 5-foot wide room. On the northern wall is a faded exit sign written in ancient Draconic. The exit sign implies there should be a door there, but none is visible.
(The vent-drain is in the floor of this room? There is no furniture or storage areas in this room?)
Angus will search this room, particularly the northern wall, for secret doors.
Investigation. 26
If none are found, he will pass through the east door into the narrow closet-room and search it as well.
Investigation 9