There was a strange glowing station outside which after a Clockwork Creature with a halberd stepped on it, triggered an alarm after 6 seconds, and cast a spell upon the creature. After this, the station's glow dimmed.
This looks almost exactly like another found in the Water Station, which after some tinkering, Ripley was able to have cast a spell on her. Afterwards J'ack Rameur opened it up to investigate, triggering an alarm, and revealing three glass containers which were empty, but warm to the touch.
- Session 83: Milu Soma can Use these Magic Devices it seems, as he is very aware of the functions that allows them to work. Apparently, the alarm can be disabled this way.
- Session 84: Milu opened up one of these that was found outside and found three full vials of some magical origin, whose properties Ripley has identified.
These stations serve as a area for communication with the overseers
of the facility. Each station has an local alarm state, and can set the
alarm state of other stations in the facility. To activate a local
alarm, it is a swift action that does not provoke attacks of opportunity
(for a clockwork creature).
Additionally This station
can expend resources inside of it to provide buffs to constructs. There
is a empty spot where a construct could stand. A Disable Device check opens the access hatch of this station, failure of 5 or more on this
check raises a alarm and then the
sound of breaking glass can be heard inside. A second successful check can be used to remove these vials.
Inside of the stations are many small vials full of liquid-- 750gp worth of magical
crafting components, unless if the station was used to buff a target.
These components can be used in magic item creation, or alternatively to
give a special metamagic effect to a single spell cast. This metamagic
effect allows constructs to be treated as a humanoid with a mind for
purposes of spell effects. This mind holds no memory outside of what it
was programmed, and the last minute it has experienced.
NOTE: for game balance reasons, the vials in the charging stations expire as soon as the party leaves the facility.