2301

## Episodes

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## THE CONTAINTMENT EPISODE

### DON’T PANIC

* The PCs proceed cautiously as they are concerned that FOGAH is possessed by RAVING RUIN
* FOGAH reveals the are still who they are and try to calm their masters
* It is apparent that the FOGAH construct has been upgraded, now looking less like a scarecrow and more like a suit of armor
* They explain the new voice of the FOGAH construct is a result of them using the ENTRECHO TONE
* This is a frequency of sound they have been playing with to hide their activity from scrying
* They discovered it when the CORYM returned and attempted to attack the FORGE
* They followed it’s origins from the DARK CHARDALYN material in the FORGE and tested it on the remaining material they had

### CONSISTENTLY CORRUPTED

* TINK explains that when CORYM returned, he seemed different and intent on meddling with the forge
* When he attempted to attack it, they heard the ENTRECHO TONE for the first time and, as expected, the FORGE resisted his non-corporeal attacks
* After this, CORYM fled off into the tunnels away from the CONTAINMENT UNIT

### VASTCASTING

* The triplets have found a way to use DARK CHARDALYN for more than containment… VASTCASTING
* It can link with other shards that have been attuned at a similar time allowing magics to be transmitted over great distances
* Using the FORGE, they can make objects that can be cast into/through it, extending the distance of a spell
* Also, larger more powerful ones, SPECTER SPIRES, if placed near source of divine or arcane power, could send spirits to the containment unit
* They are not sure if it would work with the MALIGNANT SIX, though, without testing it further

### A-SPIRING TO GO FURTHER

* The TINK has found an initial use for VASTCASTING in the form of SPECTER SPIRES
* A magic artifact can be created with 7 spires forged from DARK CHARDALYN
* 6 would form a circular base, while the 7th spire hovers above the center (he shows them a small version of this)
* The bigger they are, the further magics can be transported through them to each other or the FORGE
* Bigger versions would require a source of magic to feed from, like a holy/unholy/arcanic location or powerful magic item/artifact

### CONSIDER THIS…

* The PCs take all this in making some initial assumptions and collect their notes on…
* The LAC DEHUR
	+ SKITTER asks the oldest of the dwarven guards, LOTHAR, if anything has ever been taken out of the LAC
	+ LOTHAR does not recall it ever happening before
* Questions for DWOZZOC
	+ They summon him to the UNIT and ask him his opinion regarding the DARK CHARDALYN
	+ DWOZZOC asks UDOT to let him speak with the PCs alone
	+ He shares that recently, dwarves of the valley have reported having conversations with long dead ancestors
	+ He also, as it’s keeper, knows that a strange energy has been coming from the VALLEY’S CATACOMB
	+ DWOZZOC is assuming that this is related to the CONTAINMENT UNIT’s presence here, but does not want to alarm the others until sure
	+ With that, he fears keeping more DARK CHARDALYN here would make matters worse
* The chains of the MALIGNANT SIX
	+ GAMRAD: Stronger than others
	+ YUNA HEJU: Possessed abjuration auras against poison & disease (Claymont currently holds it)
	+ EDIN of the GLOWER: Appears deeply black and subdues the 5 senses, even dimming the FORGE
	+ PHANBARA: Has transmutation properties, a powerful aura but its potential is unclear
	+ ZEX: Seems to induce sleep or act as a form of sedation
	+ RAVING RUIN: Appears to be an optical  illusion, ever changing form and links
* RECOLLECTING REASONS FOR THE RANTINGS OF RAVING RUIN
	+ CLAYMONT notes that RAVING RUIN never seems to actually be there when they encounter him
	+ He suspects he’s using this ENTRECHO TONE frequency himself
	+ The PCs also assume he is using water to scry

### GEAR UP!

* SPECTER SPIRES
	+ The PCs have FOGAH check out the DARK CHARDALYN they have confiscated
	+ They estimate they can create 9 SPECTER SPIRES large enough to use at a distance within range of any of the TEN TOWNS
* CREEPER’S CREELS
	+ CLAYMONT turns over the final chain, allowing the group to have any combo of 6 devices at all times
	+ CREELS are made to contain:
		- EDIN of the GLOWWER (held by GORIN)
		- YUNA HEJU (Held by CLAYMONT)
		- RAVING RUIN (Held by SKITTER)
	+ They are also upgraded with DARK CHARDLYN and the ENTRECHO TONE  to stop other non-corporeal creatures from meddling with the device
* REVENANT LASHES
	+ Will be wielded by BEHLEN, CLAYMONT, and GORIN

### THE HUNT IS ON

* The PCs will find CORYM while FOGAH begins to work on the SPECTER SPIRES

## Gorin's Log

The group starts out in a semi-confrontation with what they believe to be a Raving Ruin possessed Fogah. Gorin warns Behlen of this possession. The Fogah construct opens up and the kobolds file out, unaware and in denial of this possession. The Fogah construct itself appears very upgraded. Behlen was unaware of the possession, since this is his first time meeting Fogah. Skitter picked up the difference in the voice but Claymont is unaware. Skitter mentions the voice to Fogah and they say they've upgraded the voice to a new frequency with a device called the Entrecho Tone. They state they actually heard this tone come from the dark chardalyn. They first heard it when Corym was last here. Corym himself was much meaner this time around.The group then recalls that they left him to read the evil texts at the Dwarven Fortress, which seems to have affected or even possessed him. When he was here, he lunged at the containment unit but was repelled by the dark chardalyn that magically rotates around the containment unit. After this Corym,fled into the darkness of the tunnels. Fogah says there seems to be some kind of anti-scrying magic that resonates off of it. As a reaction to Corym’s attack, Fogah then modified the Entrecho Tone to be able to reproduce this resonation frequency off the dark chardalyn, which just happens to sound eerily like Raving Ruin.With their cargo of dark chardalyn at the forefront of the mind of Gorin in particular, the group discusses alternate ways of disposing or storing it but cannot come to a decision that everyone agrees with. They ask Lothar, a dwarf who is in the hallway outside, if anything has ever been taken out of the Lake Dehur, which dampens magical energy. He says to his knowledge no. They are able to call upon Dwozzoc and ask for his input and question if he has any thoughts as to where they can either dispose or store it inside the dwarven citadel. Clearly concerned at the thought of this, Dwozzoc asks his assistant Udot to leave the chamber and the door is locked. He says dwarves in the citadel are speaking to their long dead ancestors, and there is a strange energy coming from the crypt. Dwozzoc is concerned that the sheer presence of the containment unit itself with its dark and ghostly energies may be affecting the citadel itself. Bringing more of this raw material into their halls could be disastrous. Having a moment of clarity, The group presents Fogah with the info that they actually have a cart full of dark chardalyn at their disposal that they were actually looking to dispose of, concerned that it would fall in the wrong hands. With their proposals, Fogah says they can use the dark chardalyn to upgrade the kreels so other ghosts can't mess with them. They’ve also invented what are called Spectre Spires. These are portable dark chardalyn powered units that can transport ghosts across great distances directly from the kreels to the containment unit, though they may not be powerful enough to transport the much more powerful ghosts that make up the remaining members of the Malignant Six. Around this time the group theorizes that Raving Ruin is using water as a scrying tool.

The group then decides to finally sort out and clarify which ghosts are matched to each kreel.

-GAMRAD CHAIN: Stronger than others

- YUNA HEJU CHAIN: Aburation against poison & disease (Claymont holds it)

- EDIN of the GLOWER CHAIN: Black chains - Subdues the senses, silences, blinds and deafens (Black and dims the forge, seems to reduce the heat)

- PHANBARA CHAINS: Transmutation properties (powerful but unclear)

- ZEX CHAINS: Sleep, sedation

- RAVING RUIN CHAINS: An optical illusion, ever changing form and links

After another discussion, the group decides to have 3 revenant lashes and 3 kreels on them for the time being (1 for Edin of the Glower, 1 for Yuna & 1 for Raving Ruin) They then bring Fogah outside to inspect the dark chardalyn outside of fortress to assess how much of it they will need to update and/or constuct their equipment. Fogah states they can make 9 spectre spires. The group decides that while Fogah does their work, they will use this time to investigate the crypts

## Claymont's Log

Lothar, Lunmin

Tink figured out a new frequency, that's what Fogah used as a voice of all three. The Entro-echo-tone. Tone when had encounter with Corym. A few days ago. Corym seemed different, was mean. Likely corrupted by the evil text. went toward the forge (while emanating a tone). Tone was echoed from dark chard. reproduced. anti-skrying properties. divinition. skrying lets you observe things from a distance. Magic mirror, crystal ball e.g. entrecho sounds simlar to raving ruin. helmet down. I hear tink with tininess.

Forge itself can keep ghosts in, but now seems to keep them out.. used dark chardalyn

vastcasting. casting over long distance. frrq can carry magicover long distances.

rr always loked like someone else? was casting the whole time.

CC can't mess with creepy creel. ride this enegy the other way to transport energy to the forge. VPN to continment unit. needs poer source. cave with water, twenty stones of thruun.

RR- water is his skrying tool. RR uses it , has never been here. possesed other bodies

creeper's creel-

* claymont - dark subdues black dims forge Creel for Edin of the Glower
* skitter has sedative Creel for Zex.

Revenant Lashes

* Gorin
* Threduin
* Claymont

Unused Chain

* Around Claymont's neck, believed to be for Yuna Heju

revenant lash:

Acts as a +1 whip (10’ reach)

It deals 2d4+1 damage to any UNDEAD with the INCORPOREAL MOVEMENT ability

Each LASH has 3 charges a day. Each charge activates it for 1 minute

During this time, when a successful attack is landed on an UNDEAD with the INCORPOREAL MOVEMENT ability, it does damage and automatically succeeds on a grapple check

While grappled in such a way, the INCORPOREAL MOVEMENT ability is neutralized

Grappled enemies can be dragged at half your movement speed

DM DeeBee (GM): A charge can also be used for a single attack to do an additional 2d6 lighting damage to ANY creature not immune (charge is still lost if the attack is missed)

[If not secured like a shield (1 action), the UNDEAD can disarm the user if it breaks the grapple]

[For each additional engaged LASH, the UNDEAD has a -1 to break the grapple (often using ACROBATICS)

More lashes = +1 to DC to capture (WIS save)

More lashes = +1 to DC to capture (WIS save)

necrotic hemmrhoids - ghost herpes

official:

- GAMRAD CHAIN: Stronger than others

- YUNA HEJU CHAIN: Aburation against poison & disease (Claymont holds this chain). (jbs mirror thing still works) bryn shander is mine

- EDIN of the GLOWER CHAIN: Black chains - Subdues the senses, silences, blinds and deafens (Black and dims the forge, seems to reduce the heat)

- PHANBARA CHAINS: Transmutation properties (powerful but unclear)

- ZEX CHAINS: Sleep, sedation

- RAVING RUIN CHAINS: An optical illusion, ever changing form and links

dwozzoc - talks to the wall in his chambers, says ancestors speak to them ever since the forge has been here. thing keeping ancesters here (auril?) - frostmaiden. but dreams of long dead. There is something here in the dwarven valley that allows them to talk to long dead. if a catacomb nearby spirits are drawn to the containment unit - awakening old poltergeists.

so the ghost trap is calling old spirits? dwarves find confidence in stone. confidence broken, something else happened. Sprits threatened by containment unit, or something to do with it.

- new features: tranferrence, entroecho tones, vastcasting. creepy creels and lashes. make dark chard safe. fogah excited about dark chard. ghost tried to get at containment, was repelled by dark chard.

we can use the dark chard to make the towers.

5 radio points = 1 spire

we can make up to 9 spires, uses all of the supply. ability tom ake 9 specter spires . if we dont construct spires, leaves some chard.

entrechotone