2302

## Episodes

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## Blood from Mr. Stones

* WORK ORDER 2302
	+ The PCs plan to look for CORYM and will see if they can find the DWARVEN VALLEY CATACOMBS
	+ First, they set FOGAH to work to start on new equipment created from the DARK CHARDALYN
		- SPECTER SPIRES
			* They have enough DARK CHARDALYN to make 8 and use the rest for SPELL STONES
		- SPELL STONES (Adjusted stats for a SENDING STONE)
			* They will make 7
			* Can communicate within 1500 feet of each other without scrying
			* Can communicate with another stone within 1500 feet of the FORGE or a SPECTER SPIRE
			* Can cast a cantrip through them
		- The DARK CHARADLYN will be brought in for each SPIRE and individually and then for the SPELL STONES
		- The goal is to minimize the amount of unrefined DARK CHARDALYN in the VALLEY at one time
		- RODRICK and ROCKY will remain with the dwarves to guard it outside
* TRYING TO MINE HIS OWN BUSINESS
	+ The group engages LUNMID, a guard outside the CONTAINMENT UNIT, for directions to the CATACOMBS
	+ Since it is a sacred place for the dwarves of the VALLEY, he hesitates, but SKITTER is VERY persuasive
	+ He leads them back down to the lower levels and gestures to the west, quickly leaving them to return to his post
	+ The group begins to slowly find there way through the mines on this level
* A STONES THROW
	+ Eventually they encounter the ghost resembling a dwarven child, settin gof GORIN’s GOROMETER
	+ She hold what looks like a sack at her side and almost seems to stare through them as they approach and try to communicate
	+ She shares that she was looking for “STONES”, which is shown to be her “stuffed” animal at her side (appearing to be filled with rocks instead of fluff)
	+ As GORIN asks how long she’s been here, but she slowly backs up as he approaches until finally she allows herself to fall backwards into a shaft
* I’M JUST TALKIN’ ABOUT SHAFT
	+ GORIN approaches the shaft opening and sees that it is boarded up a ways down (within his 60ft of darkvision)
	+ There is a thick rope suspended from a pulley that goes down through the boards
	+ CLAYMONT climbs down and kicks the boards loose revealing the remaining shaft
	+ SKITTER throws a torch down revealing a depth of around 500ft
	+ SKITTER and BEHLEN descend via spell while GORIN and CLAYMONT climb down
* AN UNMERCIFUL MINE
	+ They PCs arrive at the bottom at the wreckage of a cage at the end of the rope they assume was an elevator to reach these tunnels
	+ They find the long rotted remains of what could be the body of the girl with a sack of rocks nearby
		- SKITTER checks and confirms they are not DARK CHARDALYN
	+ GORIN’S GOROMETER is going of with an intense sensation to the northeast
		- He is overcome by a sensation that is a mix of both fear and comfort
	+ As they move to follow the readings of the GOROMETER, they are attacked by CORYM from the walls
		- He is aided by 6 dwarven specters
	+ CLAYMONT uses his ability scare off CORYM as the PCs make quick work of the specters
	+ GORIN can still sense that CORYM is nearby

## Gorin's Log

Fri 1.13.23

The group starts out with establishing who is carrying what kreel for which member of the Malignant Six. They decide:

Edin of the Glower - Gorin

Yuna Heju - Behlen

Raving Ruin - Skitter

With the threat of Corym in the surrounding tunnels, the group decides to attempt to find and confront him in the dwarven crypts. They instruct Fogah to work on upgrading the equipment and build the Spectre Spires. Another option given for equipment is walkie talkies that function within 1000 feet with which they can communicate with the forge as well each other. A Spectre Spire can also act as a cell tower/repeater for these walkie talkies.

They decide go with:

8 large spectre spires

7 tiny spell stones (messenging devices)

The dark chardalyn supply will be brought in from outside as needed. Rodrick, Rocky & Gorin's creatures from the Bag of Tricks will continue to guard the chardalyn.

They ask one of the dwarfs outside the chamber, Lunmid, where the crypts are. At first he resists, but Skitter is able to convince him to lead the way. He leads them so far down a flight of stairs, then heads back to continue to guard the containment unit. They wander the halls and go all the way to the west through cart track tunnels until they come across a ghostly dwarf child. Gorin's tattoo goes off. Gorin attempts to talk to her. She said she was looking for Stones, who is actually the name of her dwarf. She lost her and now she's found her again. The doll itself is full of rocks. He asks her how long she's been here, but she backs up and purposely plunges into the darkness of a mine shaft. Gorin walks up to the edge but sees nothing in the darkness. Claymont volunteers to climb down and investigate, knowing he can levitate if things turn dangerous. The blocking boards seem creaky and dusty but seem to hold his weight. He's able to kick through them and they tumble down hundreds of feet below. Skitter walks up and drops a torch into the depths. It looks to be about 500 ft down. Behlen can see a thick rope holding onto a crashed cage all the way down on the floor. Skitter uses a spell to descend himself and Behlen. Gorin uses the rope to descend. At the bottom of the pit they find the remains of what seemed to be the ghostly girl, still with the tattered doll. Skitter checks the rock around her to see if they're dark chardalyn, and they're not. Gorin's gorometer is going off very strongly. He has a feeling that scares him and something comforting as well. Skitter uses a spell to detect that the girl's remains were in fact meant to be used as an antenna to attract us. The gorometer pulls the group to the northeast. They wander for a bit until they see Corym emerge from the walls, looking ghastly. He has six dwarven spectres with him who all attack. They dispatch a few spirits who just dissipate. Suddenly Claymont uses a spell to scare Corym off and he disappears back into the walls. They finish off the rest of the spirits. Gorin can still sense that he's on this level.

## Claymont's Log

Skitter - Corruption - Wand of the Warmage

Gorin's Axe - BlackMountain's Revenge

Behlen Lathalas

* Behlen's Claw Longsword, +2
* (Behlen Lathalas) Weapon (Longsword), Rare
* Description
	+ You have a +2 bonus to attack and damage rolls made with this magic weapon.
	+ Magical Strikes. While attuned to the sword, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to non-magical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
	+ Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
	+ Attunement to the sword causes claw-like forms and other jagged shapes to appear on the arm that wields this weapon.

the traps are now protected by entrechotone.

we can use dark chard as walkie talkies. about 200 5 feet squares. 1000 feet. within 1000 ft each other, forge, or larger specter spire. spires cell towers, cell phones would be the smaller cell phones. bc small and not as powerful, can cast a cantrip through them
can make 7 messaging stones, 8 spires. (sending stone is actual name) Official name - Spell stones (like cell phones)

We have a wand of web and boots of spiderclimb available (from spiderstaff). things we can melt down - hat of wizardry, finder's goggles.
Threduin has boots of speed
Boots of Speed ()
Source

```
                   Wondrous Item, rare (requires attunement)

```

Description

```
               While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

                   Notes: Bonus: Speed, Buff, Movement, Utility, Footwear

```

INSPIRATION!!!!!!

lothat lunmid hanging out by forge

Dark Shard Amulet (Skitter (No last Name)) Source Wondrous item, Common (requires attunement by a warlock)
Description This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

downstairs, past the lac

cloth and stone doll with kid. gorometer going off. kid trying to find stones. my friend's stones ( the doll's) She lost him, and I found him. They didn't believe me, I knew where she was. Stones is the doll. she then plunges into the depths of the elevator shaft

her death and corpse was used as an antenna to attract us.

dwarven specters