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{{Session |campaign=Corsairs |session_date=19 April 2024 |game_date=Evening, CY627 |synopsis= The party makes it to the mines to start earning their keep. |summary= The village of Coregilia is under attack from six pirate ships stationed a few hundred yards off the coast. The party flinches as they watch high arcing balls of yellow and green fire fly up from the ships and crash into the town. Within the first few volleys the wharf district is on fire as are many of the small fishing boats tied to the piers. The Temple of Procan is hit repeatedly but fails to fully ignite. The party decides to rush into town and helps form a bucket brigade to put out the fire. They struggle to get enough water onto one of the larger buildings to keep the flames from spreading but Durmen makes inspires the townsfolsk (critical success) to double their efforts. Huge volumes of water land perfectly on the center of the fire quenching it. ===Spies like us=== They move to another building and before long the wharf district fires are under control. As dawn begins to break over the smoke filled town they take a rest and the greatful townsfolk begin to pepper them with questions about their presenes in the town. They mistakenly offend the townsfolk by claiming to be "from the east" but some quick talking (crit save) convinces the townsfolk they are not pirate spys but are really just adventurers passing through. ===Portal Power=== The tension level now having dropped the townsfolk explain the pirates are running an extortion racket (pay protection money to the pirates or the sauhgin attack) and the townsfolk have refused to pay up. This attack is one of many over the past few months but they say they are getting more frequent and destructive. The pirates use some kind of water portal to move their ships instantly many leagues away and so they have never been caught. ===Fairey Folk=== The elder villager recalls hearing tales that the water fairey folk know how to activate the portals as well. He tells them to worship at Procans temple, and talk with Brinehanded who is reportedly friendly with with the water fairy folk. After their meeting with the townsfolk they send them off with a blessing "may the winds always be at your back". The party heads back to the tavern to get some rest and a bite to eat. ===I feel weird...=== At the tavern Abe has spent the morning feeding the villages but greets them jovially. They discuss the nights events over a round of exotic brews for their assistance in saving the town. Nail takes Abe's offer to try to some of the druid elexir he acquired. Moments after he feels weird and jelly like, Abe tells him to lay down in the horse trough out front and drink some more. He does so and ends up shape shifted into a jellyfish. (Polymorph Potion). After a long rest Abes wife flirts with the party as they come down for breakfast the following day. She gives them a cheesecloth bag of fish and bread as three days worth of rations. ===Road Trip=== Realizing they are late to meet the dwarves at the mining HQ, they mistakenly head north to the Temple of Procan thinking thats where they were supposed to meet the dwarves. Once there they realize they were supposed to head south instead and double back quickly to catch the dwarves before they leave. On the way south they meet the dwarven procession gurading an armored wagon on their way north on the mine. Dame Yarla throws open the door, berating them for being late, but she stops to pick up the party anyway. She tells them they might find more than goblins in the mines, reportedly a wight could be inhabiting the mines turning the bodies of the miners into zombies. The trip passes uneventfully and by early afternoon they arrive outside the mine. Yarla reminds them the price is 10GP a goblin head and she'll be back in a week. ===Knock Knock=== Moving switfly into the open mine its clear by the number of footprints the mine is anything but abandoned. The tracks appear to be of goblin or perhaps orcs and mostly leaving the mine, possibly heavioy laden based on the depth of the tracks. Moving further into the mine they find the oil braziers are still lit, steel reinforced door not far inside the entrance shows signs of attempts to breach it. Durmen breaks off his thieves tools in the lock before realizing its been sealed from the inside. Open in the name of Clanggedddin! What seems like an eternity later the bolt is thrown back from the inside and the party enters to find 3 of 7 dwarves barely alive. ===Company is coming=== While Durmen and Egon treat the dwarves Nail heads into the mines and quickly runs into a patrol of goblins. He quickly dispatches the first two before Durmen and Egon join the fight eliminating the rest. Taking the heads they put the bodies in a mining cart and prepare to burn them but are interrupted by another patrol responding to all the noise. This group is lead by a larger hobgoblin who charges in straight for Nail. They trade blows but the hobgoblins fury is no match for Nail's steadfast attack and he cleaves the hobgoblin in half. Durmen and Egon cut down two more before a goblin makes a break for it and runs back into the mine. Durmen pursues but turns aournd after he hears the echoing of goblin war drums from deeper in the mine. The alarm now raised they quickly loot and torch the bodies before heading back into the vault room, securing the door. ===The tale=== While treating the dwarves and asking about what happened in minte mine, one mentions the problemes began after they uncovered a strange gate on a lower level. It was not one familair to them and soon after the mines were overrun by goblins before they could investigate further. That was nearly a month ago and unwilling to leave their wounded companions the survivors held up in the vault to await rescue. Outside the door the dound of drums grows louder, the goblins approach... }}
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