Chapter 2 - The crypt in the garnet mine.   Posted by Grey Wyrm.Group: 0
Grey Wyrm
 GM, 38 posts
Mon 22 Apr 2019
at 14:16
Chapter 2 - The crypt in the garnet mine
When the four young heroes and their four hired guards are all ready they set off eastward again along the same track they followed on their first mission, for the first day at least. The first day and night pass quietly with nothing but the distant howl of wolves to disturb their sleep.

On the second day they leave that track and angle northeastward around the southern edges of the Mistmarsh, on a route that will take them toward the second peak of the Cairn Hills to bypass the territory closest to the bandit camp on the first (southernmost) peak of the Cairn Hills. The map that the gnomes provided indicates their destination is still further north in the third peak of the Cairn Hills, so there are still two days to travel before reaching the mine.

The campsite on the second night is cold and damp, with the swampy land of the Mistmarsh 100 feet away on the western side and a cold breeze blowing down from the foothills of the Cairn Hills on the eastern side.

OOC: What are the arrangements for the overnight camp in terms of who is on watch and what shifts, basic campsite layout, etc?
Bull Gordon
 player, 11 posts
 Human cleric of Pelor
Mon 22 Apr 2019
at 16:38
Chapter 2 - The crypt in the garnet mine
With four horses and a campfire it would be difficult to hide the group so they won't try. They'll seek to set up camp where there is as much clear space as possible. The wagons will be used as a wall between the path and the fire. A line of three tents make a second side of the triangle, a picket line of horses the third. The mercenaries are tasked with keeping watch between 10pm and 6am, each pair covering a four hour shift from atop a wagon. The clerics will sleep in the furthest tent, Luc and Ricky in the middle tent and the mercs in the tent closest the wagons.
Grey Wyrm
 GM, 39 posts
Tue 23 Apr 2019
at 15:50
Chapter 2 - The crypt in the garnet mine
About midnight the first two mercenaries are on guard atop the wagon closest to the horses and furthest from the tents. The campfire provides 20ft radius illumination that lights up the campsite but doesn't let them see anything outside in the darkness.

At almost the same moment they both hear sounds of movement from beyond the western side of the campsite, perhaps behind or beyond the tent where the other two mercenaries are sleeping. The sound makes them think of someone sneaking about in the dark outside the campsite.

OOC: Main Game Map updated.
Luc Fromage
 player, 9 posts
 Human Wizard
Wed 24 Apr 2019
at 02:29
Chapter 2 - The crypt in the garnet mine
The guards agree that there is something out there and hurry about their orders. One will wake the other two guards, the other will wake the bard and wizard. If there is a chance for a second round of actions The merc that woke the other two will go to the horses. The merc that woke the wizard will take the wizards shiny new bullseye lantern to the wagon and will try to shine a light on the lurker. The two mercs that woke up will take their crossbows and go to the center of the camp. The wizard will join them in the center of the camp and the bard will scurry out and wake the clerics.
Grey Wyrm
 GM, 40 posts
Wed 24 Apr 2019
at 12:56
Chapter 2 - The crypt in the garnet mine
The two guards jump down from the wagon and hurry across to the closest two tents, opening the tent flaps to wake those inside.

Just as they are opening the tents two humanoid figures dash out of the darkness through the gap between wagon and tent to attack them. In the firelight their flesh looks grey and decaying, and they are so gaunt the outline of their bones is clearly visible. Their eyes burn like hot coals in their eye sockets.

The first intruder (g1) leaps at the mercenary (m1) and bites him deeply, drawing blood. The mercenary yells in anger, fear and pain. The second intruder (g2) joins in the attack and tries to bite the same mercenary but misses.

The other mercenary (m2) shouts "Get up! We are being attacked!" and turns to face them.

OOC: Everyone is now awake. It will take a full round just to get out of a blanket or bedroll, grab a weapon and emerge from the tents. The other two mercs can't exit their tent at the moment because of the fight right outside and won't have time to attack in this next round. In the following round, if they are fighting from inside their tent they will be at -2 penalty because of the cramped conditions.
Ricky Aramis
 player, 15 posts
 Human Bard
Wed 24 Apr 2019
at 14:03
Chapter 2 - The crypt in the garnet mine
Alrighty then:
Ox grabs his masterwork morning star and moves to S19.
Bull grabs his masterwork heavy mace, moves to S18 and calls out "Tyrion, fall back to the fire!"
Luc will grab his masterwork light crossbow and move to S17.
Ricky will stay inside the tent and begins a chant to inspire courage.
m1 (Tyrion) will drop his crossbow, step 5 ft to T15 and will draw his longsword.
m2 (Jaime) attacks with his crossbow but his bolt glances harmlessly off his target (g1)
m3 (Bron) will grab his longsword and shield and move to R14.
m4 (Pod) will grab his longsword and shield and will try to fend off the emaciated threat.

The lyrics Ricky chooses (just to set the scene):
"The foulest stench is in the air, The funk of forty thousand years,
And grizzly ghouls from every tomb, Are closing in to share your doom.
So fight my friends to stay alive, till Pelors holy light arrive,
Its glorious radiance shall drive, these feral fiends to their demise!"

This message was last edited by the player at 14:06, Wed 24 Apr 2019.

Grey Wyrm
 GM, 41 posts
Fri 26 Apr 2019
at 14:58
Chapter 2 - The crypt in the garnet mine
The first ghoul (g1) attacks through the opening of the tent flap, biting one unarmoured mercenary (Pod m4 takes 2hp damage) and clawing the other one (Bron m3 takes 3hp damage). Pod (m4) stiffens and falls over sideways in the tent, unable to move a muscle but Bron (m3) shakes off the paralysing effect of the blow.

The second ghoul (g2) steps forward in pursuit of the wounded guard (Tyrion m1) and unleashes a ferocious attack with teeth and claws but somehow Tyrion (m1) manages to fend off all of its blows.

OOC: Main Game Map updated. Pod (m4) is paralysed (black cross). Bron (m3) is at -2 to hit from inside tent. Ricky is using Inspire Courage.
Ox Gordon
 player, 11 posts
 Human cleric of Pelor
Fri 26 Apr 2019
at 15:41
Chapter 2 - The crypt in the garnet mine
Ox channels the full force of Pelors hatred of undead.

OOC: Well that one was close. I've just scraped in an 8 on the turning check because my 5 ranks in knowledge religion gives me a +2 synergy bonus on the attempt. His improved turning feat allows him to turn at +1 level and his sun domain greater turning allows him to destroy what he would turn so he should destroy up to 13 HD of up to 2 HD creatures.
Grey Wyrm
 GM, 42 posts
Sat 27 Apr 2019
at 09:09
Chapter 2 - The crypt in the garnet mine
Much to his dismay, Ox discovers that ghouls are tougher opponents than they appear. The two ghouls ignore his attempt to turn them.

What is the rest of the party (and Team Lannister) doing?

OOC: Ghouls have +2 turn resistance, which adds to their hit dice when determining the results of a turn attempt, so they are treated as 4HD undead for turning.
Bull Gordon
 player, 12 posts
 Human cleric of Pelor
Sat 27 Apr 2019
at 09:20
Chapter 2 - The crypt in the garnet mine
"Let me try brother. In the name of Pelor, begone!"

OOC: Bull also has the sun domain and will attempt greater turning, his time the dice roller was a little kinder. He got 21 on his turning check allowing him to effect up to 5 HD creatures and did 8 HD worth of damage.
Grey Wyrm
 GM, 43 posts
Sat 27 Apr 2019
at 14:00
Chapter 2 - The crypt in the garnet mine
Bull's effort is rewarded as the two ghouls howl as the holy power of Pelor cleanses the taint of undeath from their bodies and they collapse as nothing more than emaciated corpses. For now at least, nothing else disturbs the silence of the night.

OOC: Pod's paralysis wears off in less than a minute but three of the mercenaries are still wounded. Pod and Tyrion were bitten and Bron was clawed. (Current status: m1=8-4=4hp, m2=8hp, m3=8-3=5hp, m4=8-2=6hp)
Ox Gordon
 player, 12 posts
 Human cleric of Pelor
Sun 28 Apr 2019
at 01:54
Chapter 2 - The crypt in the garnet mine
The brothers take charge of the clean up while Luc and Ricky climb onto the wagon with the bullseye lantern and crossbows to keep an eye out. The brothers will cast several spells (cure light wounds and guidance on Tyrion, cure light wounds on Bron and two cure minors and a guidance on Pod). They will explain to the mercenaries that they may get a little ill from the bites but that the brothers have reinforced them against illness and will keep an eye on them. Bull will then take a great axe from the wagon and will decapitate each corpse. While it isn't known to be required with Ghouls the brothers have decided on a process for disposing of undead (decapitate then burn) and they plan to stick to it.

Luc will then hop down to search the bodies while the brothers don armor and shields. Once they're ready they'll have the mercenaries take up posts around the campsite while they go out together with the bullseye lantern and do a thorough patrol of the surrounding area. If they find no further threats they will have the mercenaries drag the two bodies under the wagon that they're not using as a watchtower and will have them resume their watches while they resume their rest. In the morning they will have the mercs clear the campsite, build a small pyre where the campfire was and burn the bodies. If there is an obvious set of tracks they will try to track the ghouls, otherwise they will continue on their way to the Garnet mine.
Grey Wyrm
 GM, 44 posts
Sun 28 Apr 2019
at 12:39
Chapter 2 - The crypt in the garnet mine
The brothers find no other threats outside the campsite and there is no sign of tracks that anyone in the party is able to follow, so activity is confined to the campsite as you have described. The rest of the night passes quietly, except that normal nocturnal sounds can be heard after an hour or so of quiet.

The next day and night also pass uneventfully, so you manage to find the mine site late in the afternoon of the third day. The mine entrance is quite small, only about 5 feet wide and 5 feet high, so humans will need to stoop to enter and will have to duck under the supporting timbers as they move along the tunnels.

Outside the entrance there is a fairly level terrace about 30ft square with a 5ft wide trail leading back down the side of the mountain. However, this did mean that you couldn't bring the two wagons all the way up to the mine. You had to leave them about a mile back down the trail but you were able to park them out of sight behind a rock outcrop and use the four horses as pack animals to carry your supplies and equipment up to the mine site.

So, you have a choice. Either set up a base camp a mile away for the 4 mercenaries to guard the horses and wagons, or leave the wagons unattended and have the guards and horses right outside the mine. The other choice is whether you want to start exploring the mine straight away or rest overnight and start in the morning of day 4.
Ricky Aramis
 player, 16 posts
 Human Bard
Sun 28 Apr 2019
at 22:09
Chapter 2 - The crypt in the garnet mine
Because of the bandit activity in the area the group will take extra precautions. Once they have unloaded the wagons and started a base camp at the entrance to the mine Bull will cast enlarge person and they will remove the wheels from the wagons, keeping the wheels with them at the camp. The mercenaries will be tasked with guarding the camp and the party will start exploring the mine the following morning.