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## Episodes

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## KEEP IT IN THE FAMILY

* **SPELL STONE TOWER COMPANY**
	+ After the SPELL STONES are completed, they are distributed to the group
		- SKITTER gets 2
		- GORIN, CLAYMONT, BEHLEN, RODRICK, and FOGAH get 1 each
	+ TINK explains that the SPECTER SPIRES need a source of magic to power
		- He recommends a powerful magic item or a location with consistent magical energies
		- He also warns that they should be cautious of the type of magic as aligned magic might have varying affects
	+ The group begins to discuss where they might be able to place the SPIRES
		- SKITTER asks LUNMID, one of their CONTAINMENT UNIT guards, if he knows anyone that knows the TEN TOWNS well enough to help
		- LUNMID mentions SNARBOLI, a dwarf that leads THE CITADEL’s team that mines around the TEN TOWNS
		- SKITTER asks him to set up a meeting and flicks him 1gp for his troubles
* **THE WAY THE MUSIC DIES**
	+ Next the group tackles what they can do about EDIN’s enchanting music taking control of them
	+ As YEDEWA overhears this, he comes up with an idea
	+ The TRIPLETS work to create EARWORM WAX
		- 1 full action to apply
		- Lasts for 24 hours
		- Advantage on saves against sound based WIS SAVE magic
			* Specifically against spells or effects that refer to the target being able to “hear"
		- 10 doses in batches of 2 (2 doses in 5 vials)

## Gorin's Log

The spell stones are distributed to Skitter (x2), Gorin, Skitter, Claymont, Behlen, Rodrick & Fogah. Tinks says we will need a clean powerful neutral energy source to transport ghosts. What comes to mind for objects and places. The group starts to talk about ways combat Eden of the Glowerr's enchating powers. Yedewa hears this and says he has an idea. He works with the other kobolds to create earworm wax. They are given 5 vials of earwax (10 doses total) created from candle wax and the force. advantage on wisdom saves against sound-based magic, each vial has 2 doses, will last 24 hours each. They need a full action to be applied. The group then discusses the most efficient way to spread these spectre spires out into the Ten Towns. Skitter asks Lunmid (one of the dwarves standing guard out in the hallway) if he knows anyone who can help them with this. He mentions a dwarf named Snarboli. Skitter gives him 1GP to and is able to connive him into gaining an audience with Snarboli.

## Claymont's Log

The sister gives behlen Master stones broadthane

forge produces specter spires, 17 days

each 6 pieces with 7th hovering over it. Tink gives us exact placements.

2 places magic water cave (verbeeg Lair in between goodmead and bryn shander), stone circles. location could change effect. cleaner energy, not dirty, idaelly powerful artifact. not aligned. good or neutral ok, unhallowed ground might corrupt or change power.

Skitter - town with small religious building, up north where we met Corym. the Altar?

goryn - maybe objects of power, cauldron

ss, shorter distance, but protected from skrying

lunmin and luthar stil our guards

fogah know about raving ruin's skrying power?

yedewah asks about edin and poems. gorin offers yedewah can come with us. spiderclimb boots power and sticky stuff. Tink makes the right things stick. throws candles in froge. sticky energy. we get 5 vials from sticky boots to create ear wax. adv on wisdom checks against sound magic. each vile 2 doese, each dose lasts 24 hours. 10 doses. full actiom to apply to ears. earwormwax. i action to apply. last 24 hours. adv on wisdom saves againdt sound based wisdom save magic.

wand of web hat of wizardy and finders goggles still in forge.

gorin - dwarven valley to sunblight. would be sending stuff that suggestion. leave cache. 3?

skitter - talks to lumnin and lothar - looking to hire workers to set up spires. talk to younger one, lumnin. we want to talk to snarboli. Skitter greases the palm of lumnin to introduce us to Snarboli.

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