Ashfen Elsewhere Beacon

Description
The beacon is one of five that allowed Daaluna access to Gate, her transdimensional waypoint. Creaking automatons can be heard shuffling down dark corridors, lit only by flickering blue orbs. On the ground, there are diagrams and arcane shapes that all connect to one another.

The entire facility is powered by an imprisoned Nothic, who speaks to them and makes comments, causing the runes and shapes on the ground to glow gently. He is much stronger than a normal Nothic, and his son is imprisoned in the cryochamber which allowed Daaluna to bind his spirit.

Layout
"Here lies elsewhere, one of five. If you are a visitor, you must prove yourself worthy of entrance.
 * 1) In the center of the room you see a statue of a tall Kaavi woman, identical to the one you saw in the telescope device. One of her arms is made of bronze. Behind it on the wall is a pedestal with a handprint with a long inscription above it. The letters shift and reform as you look at them, rearranging into common.

To pass the Trial of Reflection, lay bare your greatest regret and confront the demons within.

To pass the Trial of Bravery, you must take the first step towards your goal.

To pass the Trial of Cunning, 7 8 3 6 6 5 3 1 8 8 5 7

To pass the Trial of Acumen, you must say what lies unsaid.
 * 1) See above
 * 2) Here lie several decommissioned bronze automatons, piled high in heaps. Nothing of value is salvageable.
 * 3) In this room is a chest tucked neatly in the corner. Inside are vials of pure white salt. Along the walls are chalks, paints, and brushes. If they study the locked door above, they see the sigils and signs trail into the locking mechanism. If they correctly dispel the sign, the door will open.
 * 4) The Trial of Reflection- There is an altar with a kaavi woman looking expectantly towards you with her arms opened in a welcoming gesture. They must offer to the altar their greatest regret in order to obtain the Sigil of Reflection, a green pyramid. In the corner is a chest with cogs, gears, and a couple gems. Hallway to the north is locked by sigils, which contains Daaluna's Puzzle Box.
 * 5) This room contains maps and charts detailing the position of astrological bodies. There are strange symbols between them, and one chart looks magical. One of the charts is a scroll of Divination, if they notice it.
 * 6) Each recess contains a lightning rod that continually sends out intermittent bursts of electricity. At the far end is a lever which turns off the traps.
 * 7) This room contains several glass chambers which are so cold even touching them causes cold damage. There are four chambers (prisons)containing cryogenically frozen creatures: A firce-looking Kaavi clone with bronze arms and legs wielding two luminescent green blades. A plant that grows at a quick pace, and never stops. A hulking humanoid with a Rhinocerous head. A small demon (nothic). There is a trap at the top of the stairs.
 * 8) The Trial of Bravery- The blue pyramid is embedded in the wall across from the central platform. Below is a continuously churning sheet of flame. In order to get the blue Sigil, they must step out over the flames. An invisible platform will prevent their fall.
 * 9) In this room, there is a massive door with four openings. In the middle of the room, the markings form a circle. It looks like a pyramid would fit into them. After entering the four sigils, the door opens, revealing a door with another slot in the middle. The guardian of the Beacon, Nylglyffteglythyn, says there is one more challenge. The Trial of Might. He teleports them to a battlefield and fights them.
 * 10) A bronze obelisk marked with zig-zagging gold is in the middle of the chamber. The lights and magitek equipment in the room are dim and inactive. They need to get it running, with Nihiil or otherwise. Inside the chest is a bronze wheel with and immensely intricate gold latticework.
 * 11) Trial of Cunning- They notice the top of the room has a 1. If they observe more, the bottom of the room has a 5. If they observe more, they see that at the other end of the hallway they came down, there is a 3, and across the tiles on the wall there is a 7. They must make the correct moves to avoid the traps. 7 8 3 6 6 5 3 1 8 8 5 7 === W, NW, E, SW, SW, S, E, N, NW, NW, S, W. In the chamber beyond is the Red Pyramid.
 * 12) contains the Sigil of Cunning, a red pyramid.
 * 13) On the opposite wall, there is a faintly etched circle. They can walk through this wall, leading to room 14.
 * 14) Contains 3 gold ingots, as well as Daaluna's notes on the Glimmermoon and Shimmersun.
 * 15) The Trial of Acumen. As they enter, a number of stone chairs equal to their party number rise from the ground in a circle. Once they sit in them, a column of bronze covers them and they feel a magic surge through their body. If they speak, they can hear one another clearly. But each has been given a speech abnormality that the others must detect. When they try to explain what their conduct is, a magical force prevents them from speaking. Correctly identifying each player's curse will free them and present the Sigil of Acumen, a purple pyramid.
 * Abnormalities include:
 * You cannot say nouns, only pronouns such as I, he, she, it, they, etc.
 * You must start each sentence with the letter M.
 * You cannot use any words with more than one syllable.
 * You may only speak by interrupting the player to your left (on the game table) when they talk. You must interrupt them every time they speak.
 * You must have a simile, metaphor, or analogy in every sentence.

Trial of Might
Nylglyffteglythyn transports the party to an arena in the Feywild. Innil has wild magic on an 18, 19, or 20 while in this realm.