Ship Group Notes – 10th October 2017
By Helen (minor edit by Robert)
Party: Lassa, Espn, Erik, and Maynor
We are hired to head north to find out what has happened to a diamond mine. They only received two shipments and then a supply run did not return and seemed to have disappeared. Also people they previously sent out to investigate things did not come back. And a party of seven adventurers didn’t return, either. So we get to go see what happened and fix the problem. We pick up some supplies and head out. The ship is being taken good care of and her dock fees and crew salaries are paid up for the duration of our absence by Richtofen’s agent.
We tread on a road that heads north and east and when we head into the forest, and when we reach a path that leads to the marked trail that goes east out to the mine, we’ll take it. We figure it will take us about a week to get there.
We travel for over a day before we get to the trail, finding the secret blaze marked on a tree. We try to make sure we are unobserved as we take the trail off the path. We travel on it uneventfully for the first day. We camp that night without any campfire and have an uneventful night. On the second day, we have a cold breakfast and continue on. This day and the next one are also uneventful.
On the fourth night, on the second watch, Lassa gets hit by an arrow and another three that bounce. She yells that the party is under attack. We are surrounded by goblins! Lassa is hit with extra damage and takes 3 points and Erik is hit also for extra damage and is down to 3 points. Espn casts her damage shield. Maynard kills one right off and a second one on his second attack. Lassa fumbles but recovers her sword, on the second attack she misses, on the third attack the goblin dodges and finally on her fourth attack does 9 points of damage. Erik charges and hits one for 13 points. Espn casts assault of stones and hit number 12 for 10 points. Erik misses on his second attack.
New round. Maynard charges and after both dodges and misses, he kills his next 2 goblins. Espn summons and earth elemental. Lassa has her fourth roll of 99, but doesn’t fumble her weapon. On her last blows she had rolled 100 twice and only because it was on a lanyard (being a ship’s captain is good!) she did not throw it. She finally kills her goblin with a 9 point blow. Espn kill number 12.
Next round, Lassa hits number 2 for 11 points, as Maynard moves over to number 8 and does 14 points of damage. Espn renews her damage shield and then the goblins run away. Lassa kills hers and Maynard kills his, but 3 out of 12 goblins manage to run away.
Loot: 15 silver The rest is scrap/junk.
Espn orders the earth elemental to dig a pit and we drop in the goblin bodes then cover them up and the rest of the night passes uneventful.
We make it to the area where the mine should be, but there’s now a palisade. Erik sneaks up and notes it’s built out of wood logs. The trees around it are cleared out, there’s an earth berm and palisade with two towers. He cannot see any humanoids up on the palisade on patrol. There’s some smoke coming from inside, so Lassa climbs up a tall tree and uses her spy glass. She sees a mining settlement with humans armed to the teeth, but no uniforms to denote the guards. They could be anybody and she doesn’t see any non-humans. She sees eight people out of an unknown force. She climbs down and tells the others.
Espn has an earth elemental form up a 12’x12’x9’ living chamber for us to hide in. When complete there is a chamber with an area for water storage and another small one for a toilet, with it emptying into a larger chamber below for drainage of waste materials. It takes about a day to form it and Maynard creates a cave door for the entrance and there are two air shafts. We think we’re about on thousand feet from the compound.
We decide how we’re going to tunnel into the mines. Espn tells the earth elemental to stop tunneling once it hits an area filled with air. It would be like a 3’x3’ opening. We are at twenty feet deep, so decide to tunnel down about thirty degrees deep, to look for the mine. The earth elemental “digs” out to one side of center, then went across, then perpendicular back and we find it! We break through and into a tunnel for the mine. Espn has a water elemental be out front, then has two earth elemental collapse about five or six timbers supports for the tunnel and then reinforce our side with a wall that is dense enough to keep the water away from us. The water elemental is only there to make water.
The tunnel is narrow with only enough room for two at the most to walk together. Maynard is out in front with Lassa and Espn right behind him, heading down deeper into the mine. Espn is to heal, if needed. Someone is ahead of them. Lassa fires her bow as an aimed shot and hits for 15 points. Maynard hits number 1 for 13 points. Maynard swings again but number 1 dodges, but he gets number 2 for 14 points. Next blow he kills number one and hits 2 for 13 points. Next round Lassa hits number 4 for 13 points. Maynard delays his attack so he’s simo with their attack. He dodges one blow and is hit with another, but it bounces. Maynard hits number 2 for 17 points and number 5 for 15 points. Number 4 runs off in terror. We turn off the lanterns in the tunnel as we travel. And Maynard takes on of the heads of the people he killed for shock value.
We reach a large chamber with three side tunnels. Two are dark and one’s still lit. Lassa gives Erik and Espn dark vision potions that last four hours. We turn off the lanterns in the big chamber. Erik goes to check out the two dark tunnels and finds they are empty dead-end tunnels. We head down the lit tunnel and soon hear voices ahead of us. Maynard tosses the head down the tunnel, while Erik tells them to surrender. Erik tells them to throw down their weapons on the ground ahead of them. Maynard goes down and three guards are on the floor. One has a piece of an arrow sticking out of him. There are eight chained miners. Seven are men who originally worked here under the Consortium, and the last is one of the adventurers.
Maynard frees the chained men and armors and arms two of them from what he took off the bodies up the tunnel. It turns out the camp is now being run by brigands. Someone in Middenheim found out. They were shipping diamonds to Altdorf. Their boss is “Mr. Blue” and he wears a blue scarf. We have the guards tied up with the remaining miners watching them. We’ll return to heal the injured guard once we have control.
We find out they met the agents for Mr. Blue on the way to Altdorf, but they don’t know where in Altdorf they’re being taken. There are thirty-two more guards above and sixteen miners. We decide to collapse our original tunnel and start a new escape tunnel to about eighty percent done – in case we need an escape. We find they have two low level healers. Espn calls up four earth elemental. All four are to make traps and to collapse our original tunnel. It will take her half an hour to med back up to full, again, while they work.
We decide to put up a wall with traps, near the entrance and have it set to collapse a pit too big to jump. We seem them coming with lights. Lassa signals Maynard to start tripping the collapse. He starts tripping the traps all the way back to the new collapse. There were twelve that were in the tunnel and we took out the lieutenant and six others with our traps. Those that could ran off. Two are badly crushed and three have minor damage. Espn heals the crushed ones enough so they won’t die. Erik treats the three injured ones. This will leave twenty more on the surface with the sixteen miners. And the boss guy with his two minions.
The next trap we put in a collapse again with a pit, but this time put up a solid wall with a small hole in it. When they come in again to the tunnel, they saw the wall and started running out, but we collapsed it again. Espn can’t be identified, so we plug up the hole in the wall. After about forty minutes we tunnel around out pit trap and find five dead guards and one alive.
The miners gave us a detailed map of the compound so we can form up a plan to take the rest of them. That leaves us fourteen guards, a boss and two of his minions.
We decide to tunnel up to the admin building. We tunnel up to be underneath the building. Maynard decided to break through the floor boards with a strength roll of sixty-five and he bursts through the floor. Someone opens the door and takes one look at Maynard, and slams the door and runs out of the building.
We decide to play up the dwarven thing, so we go back down and chop off the heads of the corpses. And Maynard, who had remained in the building, opens the front door and tosses at the crowd outside. He’s hit with two arrows that bounce. The leader tells them to quit firing. Maynard tells them that they are retaking the lost dwarven mine of Karak Izril and they come from Stormheart, the dwarven city. He tells them he’s giving them five minutes to gather their stuff and leave. They panic, scramble and do.
We rescue the miners, but keep everyone underground for safety. We build a dungeon with the elementals for our prisoners. We post tower guards and let loose the pigeons in the morning. We think the boss is still observing, but the rest will leave as they have already lost half their numbers. We’re sure they’ll leave soon with whatever diamonds they have on them, already.
Loot: 23 gold, 5 silver (from corpses), standard chain armor and weapons, small chest with twenty-three diamonds in it (found hidden in admin building by Erik)
The pigeons take two days to get back to the city. Twenty-eight days later fifty mercenaries from a reputable company show up with agents from the Consortium with them. Among them was one we knew from before. They were very happy that we recovered the mine for them. We head back with ten mercenaries and the diamonds from the store room that had previously been awaiting shipment.
Two months later – back home… (We had found five little diamonds loose in the mines to keep for ourselves)
Consortium gives us 16,000 gold pieces as a reward which is 4000 gold each. We keep 5 diamonds from the chest for each of us. Three go to the ship’s fund. And 5 gold and 18 silver.
And so our adventures continue…
By Helen (minor edit by Robert)
Party: Lassa, Espn, Erik, and Maynor
We are hired to head north to find out what has happened to a diamond mine. They only received two shipments and then a supply run did not return and seemed to have disappeared. Also people they previously sent out to investigate things did not come back. And a party of seven adventurers didn’t return, either. So we get to go see what happened and fix the problem. We pick up some supplies and head out. The ship is being taken good care of and her dock fees and crew salaries are paid up for the duration of our absence by Richtofen’s agent.
We tread on a road that heads north and east and when we head into the forest, and when we reach a path that leads to the marked trail that goes east out to the mine, we’ll take it. We figure it will take us about a week to get there.
We travel for over a day before we get to the trail, finding the secret blaze marked on a tree. We try to make sure we are unobserved as we take the trail off the path. We travel on it uneventfully for the first day. We camp that night without any campfire and have an uneventful night. On the second day, we have a cold breakfast and continue on. This day and the next one are also uneventful.
On the fourth night, on the second watch, Lassa gets hit by an arrow and another three that bounce. She yells that the party is under attack. We are surrounded by goblins! Lassa is hit with extra damage and takes 3 points and Erik is hit also for extra damage and is down to 3 points. Espn casts her damage shield. Maynard kills one right off and a second one on his second attack. Lassa fumbles but recovers her sword, on the second attack she misses, on the third attack the goblin dodges and finally on her fourth attack does 9 points of damage. Erik charges and hits one for 13 points. Espn casts assault of stones and hit number 12 for 10 points. Erik misses on his second attack.
New round. Maynard charges and after both dodges and misses, he kills his next 2 goblins. Espn summons and earth elemental. Lassa has her fourth roll of 99, but doesn’t fumble her weapon. On her last blows she had rolled 100 twice and only because it was on a lanyard (being a ship’s captain is good!) she did not throw it. She finally kills her goblin with a 9 point blow. Espn kill number 12.
Next round, Lassa hits number 2 for 11 points, as Maynard moves over to number 8 and does 14 points of damage. Espn renews her damage shield and then the goblins run away. Lassa kills hers and Maynard kills his, but 3 out of 12 goblins manage to run away.
Loot: 15 silver The rest is scrap/junk.
Espn orders the earth elemental to dig a pit and we drop in the goblin bodes then cover them up and the rest of the night passes uneventful.
We make it to the area where the mine should be, but there’s now a palisade. Erik sneaks up and notes it’s built out of wood logs. The trees around it are cleared out, there’s an earth berm and palisade with two towers. He cannot see any humanoids up on the palisade on patrol. There’s some smoke coming from inside, so Lassa climbs up a tall tree and uses her spy glass. She sees a mining settlement with humans armed to the teeth, but no uniforms to denote the guards. They could be anybody and she doesn’t see any non-humans. She sees eight people out of an unknown force. She climbs down and tells the others.
Espn has an earth elemental form up a 12’x12’x9’ living chamber for us to hide in. When complete there is a chamber with an area for water storage and another small one for a toilet, with it emptying into a larger chamber below for drainage of waste materials. It takes about a day to form it and Maynard creates a cave door for the entrance and there are two air shafts. We think we’re about on thousand feet from the compound.
We decide how we’re going to tunnel into the mines. Espn tells the earth elemental to stop tunneling once it hits an area filled with air. It would be like a 3’x3’ opening. We are at twenty feet deep, so decide to tunnel down about thirty degrees deep, to look for the mine. The earth elemental “digs” out to one side of center, then went across, then perpendicular back and we find it! We break through and into a tunnel for the mine. Espn has a water elemental be out front, then has two earth elemental collapse about five or six timbers supports for the tunnel and then reinforce our side with a wall that is dense enough to keep the water away from us. The water elemental is only there to make water.
The tunnel is narrow with only enough room for two at the most to walk together. Maynard is out in front with Lassa and Espn right behind him, heading down deeper into the mine. Espn is to heal, if needed. Someone is ahead of them. Lassa fires her bow as an aimed shot and hits for 15 points. Maynard hits number 1 for 13 points. Maynard swings again but number 1 dodges, but he gets number 2 for 14 points. Next blow he kills number one and hits 2 for 13 points. Next round Lassa hits number 4 for 13 points. Maynard delays his attack so he’s simo with their attack. He dodges one blow and is hit with another, but it bounces. Maynard hits number 2 for 17 points and number 5 for 15 points. Number 4 runs off in terror. We turn off the lanterns in the tunnel as we travel. And Maynard takes on of the heads of the people he killed for shock value.
We reach a large chamber with three side tunnels. Two are dark and one’s still lit. Lassa gives Erik and Espn dark vision potions that last four hours. We turn off the lanterns in the big chamber. Erik goes to check out the two dark tunnels and finds they are empty dead-end tunnels. We head down the lit tunnel and soon hear voices ahead of us. Maynard tosses the head down the tunnel, while Erik tells them to surrender. Erik tells them to throw down their weapons on the ground ahead of them. Maynard goes down and three guards are on the floor. One has a piece of an arrow sticking out of him. There are eight chained miners. Seven are men who originally worked here under the Consortium, and the last is one of the adventurers.
Maynard frees the chained men and armors and arms two of them from what he took off the bodies up the tunnel. It turns out the camp is now being run by brigands. Someone in Middenheim found out. They were shipping diamonds to Altdorf. Their boss is “Mr. Blue” and he wears a blue scarf. We have the guards tied up with the remaining miners watching them. We’ll return to heal the injured guard once we have control.
We find out they met the agents for Mr. Blue on the way to Altdorf, but they don’t know where in Altdorf they’re being taken. There are thirty-two more guards above and sixteen miners. We decide to collapse our original tunnel and start a new escape tunnel to about eighty percent done – in case we need an escape. We find they have two low level healers. Espn calls up four earth elemental. All four are to make traps and to collapse our original tunnel. It will take her half an hour to med back up to full, again, while they work.
We decide to put up a wall with traps, near the entrance and have it set to collapse a pit too big to jump. We seem them coming with lights. Lassa signals Maynard to start tripping the collapse. He starts tripping the traps all the way back to the new collapse. There were twelve that were in the tunnel and we took out the lieutenant and six others with our traps. Those that could ran off. Two are badly crushed and three have minor damage. Espn heals the crushed ones enough so they won’t die. Erik treats the three injured ones. This will leave twenty more on the surface with the sixteen miners. And the boss guy with his two minions.
The next trap we put in a collapse again with a pit, but this time put up a solid wall with a small hole in it. When they come in again to the tunnel, they saw the wall and started running out, but we collapsed it again. Espn can’t be identified, so we plug up the hole in the wall. After about forty minutes we tunnel around out pit trap and find five dead guards and one alive.
The miners gave us a detailed map of the compound so we can form up a plan to take the rest of them. That leaves us fourteen guards, a boss and two of his minions.
We decide to tunnel up to the admin building. We tunnel up to be underneath the building. Maynard decided to break through the floor boards with a strength roll of sixty-five and he bursts through the floor. Someone opens the door and takes one look at Maynard, and slams the door and runs out of the building.
We decide to play up the dwarven thing, so we go back down and chop off the heads of the corpses. And Maynard, who had remained in the building, opens the front door and tosses at the crowd outside. He’s hit with two arrows that bounce. The leader tells them to quit firing. Maynard tells them that they are retaking the lost dwarven mine of Karak Izril and they come from Stormheart, the dwarven city. He tells them he’s giving them five minutes to gather their stuff and leave. They panic, scramble and do.
We rescue the miners, but keep everyone underground for safety. We build a dungeon with the elementals for our prisoners. We post tower guards and let loose the pigeons in the morning. We think the boss is still observing, but the rest will leave as they have already lost half their numbers. We’re sure they’ll leave soon with whatever diamonds they have on them, already.
Loot: 23 gold, 5 silver (from corpses), standard chain armor and weapons, small chest with twenty-three diamonds in it (found hidden in admin building by Erik)
The pigeons take two days to get back to the city. Twenty-eight days later fifty mercenaries from a reputable company show up with agents from the Consortium with them. Among them was one we knew from before. They were very happy that we recovered the mine for them. We head back with ten mercenaries and the diamonds from the store room that had previously been awaiting shipment.
Two months later – back home… (We had found five little diamonds loose in the mines to keep for ourselves)
Consortium gives us 16,000 gold pieces as a reward which is 4000 gold each. We keep 5 diamonds from the chest for each of us. Three go to the ship’s fund. And 5 gold and 18 silver.
And so our adventures continue…