Returning to the Dulcet Spire, Captain Penny gets 2nd mate Smitty to sell the sky whale meat they managed to harvest before the predators started in. Plans were being made: Smitty, John and Leslie, crew members, were to explore and check out the slave market on the Spire. During discussions, they did find that he Leifords did free some Batkin children, and that they found something strange deep in the mines. While discussing plans with the officers, a bosun alerted the captain that Mathew Roberts was requesting to come aboard. After brief greetings and an apology about not being able to get to the trade station at the appropriate time, Mr. Roberts said that the Navy seemed to be concerned about the Wind Razor. The crew did not all wear the appropriate uniforms, and apparently the Apderil Empire has a fairly strict uniform culture. He also had a map of the mines. Which apparently, we all forgot about. I had a couple mine maps ready to go and they never made it to the table. Not really necessary the way we played that scenario.
Deciding that perhaps their stay was over, they sent a runner to the slave market to retrieve their crew and took off post-haste. They did send Smitty to the Harbor Master's office to see if they could get a prorated amount of their docking fees back. Smitty is not a good bargainer: they almost had to pay early termination fees (snake eyes on the attempt. The players should not have let me roll!)
Leo, the pilot, despite several weeks of learning his craft, is still not particularly good with directions. They do manage to get to the mine, only 6 miles away. The fly closer and the officers debark behind the mountain where the guard tower cannot see them. Partway there, there are attacked by a carapaced creature of the Corsair world. Batrina was made aware and not wanting to alert the guard in the tower, drew steel. The battle was fairly swift with Tibbs, the dragonet, putting in the killing blow. And taking a bite to eat.
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| Guard tower and mine entrance |
Behind the tower, Tibbs provides a distraction from the guard as Batrina climbs up. A brief struggle and she knocks out Frank. The others climb into the crowded tower to decide on plans. There is a hatch in the middle of the floor that leads to the lower section. It is mostly a small storeroom: a barrel of water, some emergency food, and some swords, cross bows and bolts of arrows.
Henry, the sneakiest of the, goes to the mine, and seeing no one there, sneaks into the passage. The player had a fantastic roll - all successes so he got as far as the barracks before hearing voices. Peaking around one door, he sees the kitchen with a couple guards and several slaves preparing a meal. Across from that is another door, leading to the slave barracks. Hearing that one of the guards, George, is about to head back with food for Frank, Henry darts back out of the mines and up to the tower to alert the others. And just barely in time: George yells from the storeroom that food is ready. Batrina opens the door and lands on top of him. Chili and crackers are everywhere.
A new plan is hatched, and Penny and Leo take the guards' coats, and they all head down the mine shaft. The other guard there, Hedley, looks up to see who is at first assumes it is George as Penny has a chili-stained rag up across his face. There is a quick scuffle, and the guards are trussed up.
We went through this part pretty quickly: they promised to either take on the slaves as crew (and 5 accepted) or be taking out of the Alderil Empire (the remaining 3). Even though the Lieford slaves live a relatively decent life, it is still being a slave. They find that there were Batkin children in the mines about 6 months back from one of the laves who only had 7 more years (and I'll be frank: the older I get the fast the years go by! Well, actually, Frank is one of the guards and I am Craig <insert canned laughter>).
They go to the office and find ledgers, including the one indicating:
2 Batkin children, ages appear to be early teens. Remanded to the Batkin Embassy 56 Day Year 1409
And this is where we left things off (with the slight update as above, so now we know that there is a Batkin Embassy somewhere).
While I think I was a bit better organized this time around, I also feel that we're just sort of wandering in the desert with no real end game in sight. I think I need to give a bit more direction: the characters are privateers for the Repencarras Domain. While they have taken out on Alderial Empire ship in this game, it has been more personal as I am also trying to tie in the characters' background. We've rescued 1 father, that lead to clues to the 2 missing siblings, the Batkin above. So we *may* be able to see about rescueing them or finding out what happened to them. But I think I may have to slip them a note from the Repencarras Domain to remind them of their primary duties: harass the Alderil Empire. Which, now that I think of it, they are doing it if they are messing with mine operations. As those do get tithed to help pay for the government. So, yes, they are doing their jobs!

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