No worries, I've missed things like that before.
While I'm posing here I'll leave you with a screenshot and idea of another way to get speech out as well, an alternative for it you want the player to have as much time as needed or you have a lot of text to push out.
This is a bitmap with dialogue on it for use with the wallitem_infoscreen object found in the wall mechanics section. This is a dialogue out of my Castle Lynchgate project, and I've linked several of these up, using relays on delay 1 to get them to display in sequence. This is the first page of a multi screen speech made by an NPC character, Gothmog, who is speaking to the party. To create something like this you need a decent art program, I'd recoment GIMP. Start a new project, with dimensions of 640x400 pixels. Use the program's text tool to type in the speech, you can also add in any graphics, illustrations or other artwork you want to these screens as well. When done, make sure you save the image as a 24 bit bitmap file (.bmp). If you're using GIMP, you will need to choose the option File->export give it a file name, click the export button, and in the next box that pops up choose, under advanced options, the 24 bit option (that's the one that's compatible with RTC). If using GIMP you should also save it as a GIMP project in case you need to edit the text later.
Now that you have your speech bmp, open up the RTC editor, go to the section to add/replace graphics, to to the large 1 scaling and select add new, browse for your new speech bmp and leave all other settings there alone, no need to worry about sizing, or offsets in this case.
Now add the trigger item like before. Once that's in place add to a wall tile the wall mechanic called "info screen" set the speech bitmap you just imported to the background image and make sure the info screen is set to close on click. If you only need the one info screen now all you have to do is go back to your trigger and set it up to target your info screen object and set it's action up to activate. Whenever this trigger is activated by the party it will display that info screen until the user clicks the mouse.
If you're using a non-trigger object, you need to set up a unique relay as described in my last post, just target an info screen object instead of a speech object.
If you need to have more then one activate in sequence, just use relays to activate each info screen. Have your triggering object activate a relay instead of directly activating the info screen, then have that relay activate the first info screen you want to display and 2nd relay that activates the 2nd info screen. the 2nd relay must have a delay of at least 1, otherwise the info screens skip to the last one in your sequence (possibly because of an RTC bug), that relay activates the 2nd info screen and can activate a 3rd relay if you have another info screen to activate. You can repeat this process as many times as you need to create a sequence of info screens to tell a story or show a series of pictures, such as to intro your dungeon or include dialogues from characters your party meets in game.
You can also use the above method for speech objects, just set the following relays up to a longer delay so the user has enough time to read the text before it scrolls off. The same method of relays activating other objects, such as a localized sound, teleporters, holders or anything else, to create all kinds of effects or events that happen in a specific sequence.
Hopefully this give you additional info to make some really interesting things happen. As you experiment and gain experience I'm sure you will start coming up with ideas of your own on how to do things no one else has thought of.