Crimsonvale Quarry and Magicrafter's Coal Mine

Role Playing Location

by Frank Young
Graphics by Rick Emerich



Located approximately 30 miles south of the western-most tip of Silverwood Forest, and at the northern-most mountain of the Shad range facing the Crimsonvale valley, you will find these two establishments which are owned by Nimeriz and Jenaine Magicrafter [These personalities will be introduced'in a future issue - Ed.] These businesses supply, at present, Crimsonvale and its outlying areas with quality cut granite for building, gravel, a by-product of the quarrying process, and coal, which was an unexpected bonus as deposits of anthracite was discovered at the quarry.

Operations of these businesses fall under three headings: Production, Transportation, and Security. The wizards take a hands-off approach, allowing the supervisors to handle their respective areas of expertise, but are available if they are needed. The owners are interested in the welfare of their employees, whom they consider to be friends, and thus these employees are more loyal than the average hireling. Prior to opening this business, the wizards flushed out all the evil humanoids from their chosen mountain by casting mighty spells with devastating effects. Temporary housing was then constructed while their dwarven and gnomish employees began cutting rock for the permanent buildings.

A guard force was formed from retirees of the Imperial Army and plans were drawn up for possible evacuation routes in case the evil humanoids from the Rift and its vicinity became active. The wizards also stressed the fact that the guard force is to fight a delaying action while the noncombatant employees would escape along these predetermined routes. The wizards are to be warned via carrier pigeon if an attack occurs, and in response they will teleport to a prearranged spot to cast their deadly magicks to cover the guards' and employees' escape.

In the event that the attackers mount any action on a scale larger than a raiding party, the wizards will immediately inform the nearest garrison of the Imperial Army or the Bright Watch of Crimsonvale [see Chain-Mail #8 for details about the Bright Watch], and their own guards at the unloading facilities by Lake Imela, by whatever means they have at hand. They will not bother to inform the elves of Silverwood as they asked the people for their permission to use Silverwood as a possible route for escape but were denied access.

All buildings are now up and the business is functioning so that the wizards claim the mountain and the area occupied by their buildings. However, a nonrelated enterprise has been newly formed. The entire region is rich in pine, fir, and oak trees, so a few brave woodcutters have begun freelancing and are charged a minimal fee for housing and transportation of their logs to Crimsonvale.

At present there is a tentative plan to ship quarry and mine products to points farther east once the demand for these products slackens in and around Crimsonvale.

PRODUCTION

The wizards employ 60 dwarf and gnome stone cutters and miners. The normal work week consists of 40 hours and it's not uncommon for the demi-humans to work four 10 hour days so that they can have a long weekend. Besides being paid a guaranteed wage they are paid a bonus in the amount of 5% of all sales from the combined products produced. The supervisors are two brothers, both dwarves: Grumindin Ironbeard supervises the Quarry operation and Delvor the coal mine.

TRANSPORTATION

This is loosely organized with no head supervisor. At the quarry there are four specially modified, heavy-duty wagons, with wider than normal wheels to distribute the weight more fully, thus reducing the tendency to dig deep ruts in unpaved areas. One wagon is usually assigned to the woodcutters for their use.

At the unloading facility there are 16 wagons which haul the products to work sites in and around Crimsonvale. As the wagons often haul logs they also have a longer than normal tailgate which can be locked into a horizontal position, or released and locked to serve as a ramp for loading and unloading. Each wagon has a crew of two men, a driver and a helper, with each driver being the supervisor of his own wagon. Transportation to and from the quarry and mine, and the unloading facility is achieved by a fleet of six barges assisted by two small galleys named the River Nymph, captained by Trevor Brant, and the Wave Dancer, captained by Barton Trask. Each captain supervises his own vessel and the loading or unloading of the barges under his care. There are usually two barges at the quarry in the process of being loaded while another two and one galley is enroute to the unloading facilities, and the remaining ships are returning with supplies from Crimsonvale.

In case the galleys are attacked, they are armed with one short range catapult and the crew can always use longbows instead of rowing, as long as there is a strong wind. Each galley and the two barges assigned to it can normally make two round trips each month. Payment of wages to these employees is the same as with the production crews.

SECURITY

In all there are 100 men at arms plus commanders. At the quarry 60 mercenaries maintain a diligent watch, where guard duty consists of six watches each lasting four hours, so that a fresh guard force is always on duty. Two five-man squads patrol along the Talos River north and south of the quarry, while another five-man squad patrols the area around the quarry site. The last five-man squad stands guard in the compound central. No squad is expected to engage an enemy, but instead they have been instructed to return immediately to the compound so that the alarm bell can be sounded and evacuation can commence.

The quarry guards are commanded by Captain Derrek Weese, a veteran of many campaigns as a former soldier in the King's Army and a 6th-level fighter. Under him are two lieutenants, being 3rd-level fighters, and six sergeants who are 2nd-level fighters. Due to the proximity of the Rift, all are paid twice the standard, common mercenary wages.

At the unloading facilities there are 40 guards commanded by a 4th-level fighter, Senior Lieutenant Arlan Vraine, who is assisted by a 3rd-level fighter lieutenant and two 2nd-level fighter sergeants. There are usually 10 men on watch, with guard shifts consisting of four equal watches. However, when the wagons are on the road to and from Crimsonvale, 20 guards always accompany them with one officer and one NCO present. The remaining 20 guards at the facility must thus stand six hour watches in five-man squads until the guards on the road return. These guards receive 1.5 times the standard mercenary pay.

THE COMPOUND -- DESCRIPTION OF NUMBERED AREAS

1A and 1C

Barracks:

Each structure is a single story stone building capable of housing 30 guards. Each guard is assigned a bunk with a footlocker, and the building is stocked with weapons set neatly in racks.

1B -- Headquarters:

This is a single story structure of stone housing the officers and NCOs and desks for them to manage paperwork. The alarm bell and mallet are set outside the entry door to this building.

2A & B -- Common Rooms:

These single story stone buildings serve a multitude of purposes most common used as mess halls they also serve as a place to relax and as meeting halls.

3 -- Kitchen:

This two story stone building, sandwiched between the meeting room halls, produces the food consumed by workers and guards alike. The kitchen crew resides upstairs along with the stored supplies.

4 A, B & C -- Barracks:

These house the production workers when off-duty. They are all single story buildings of stone.

5 -- Barracks:

This single story stone building is divided into four separate living areas to house the wagoneers.

6 -- Wagon Park:

This single story building has a wide, tall open doorway. The freight wagons are parked inside when not in use.

7 - Kennels:

As an added security measure there are 30 well-trained war dogs used by each patrol, who normally take five of the hounds witch them. The dogs not used on patrol are usually released to roam the compound each night, and all are familiar with the employees; they are apt at recognizing outsiders.

8 -- Barn:

This two story wood building stables the draft horses, the hay loft upstairs is used to store grain and feed.

9 -- Crew Housing:

This single story stone building houses the crews of the galleys when they are in port.

10 -- Infirmary & Apartment:

This single story building of stone serves two purposes. One side is the private chambers used by the wizard(s) whenever they are at the compound, the other being used as an infirmary for any employee or guard who might fall ill or be injured.

11 - Barn:

This barn is identical to Area #8 except that it houses 24 warhorses for use by the patrol squads and officers.

12 -- Pigeon Coup:

This wooden structure houses a flock of carrier pigeons used in communication between the wizards and their employees.

13A:

The entire compound is enclosed with a 12 foot high parapeted wall with arrow slits.

13B:

Two small wooden watch towers stand at the indicated corners, reaching a height of 20 feet and are usually manned by one of the men on inside patrol at all times.

13C -- Outer Defenses:

The vegetation around the compound has been cleared and a number of dig spells were cast by Jenaine Magicrafter to make a number of open pits which were then covered with canvas and a thin layer of dirt. To discover a pit, treat it as looking for a concealed door, either by noticing or actively searching, whichever applies.

THE UNLOADING FACILITY -- DESCRIPTION OF NUMBERED AREAS

This area lies about 30 miles northwest of Crimsonvale on a natural bay that has been depended manually to allow the heavily laden barges and galleys to dock and be unloaded. Off to the northwest of this facility is a flat area on the beach for use in dry-docking the galleys or barges. A number of smooth logs, winches, and other equipment is lined up to facilitate rolling of a ship up onto the beach for servicing.

    1 - Storage: This open area is used as storage of incoming products which are destined to be shipped via wagon to the various work sites. The road continues along the shore to reach the ship service area.
    2 - Barn: Identical to the one in the Compound, Area #8.
    3 A & C: These are identical to Areas #1 A & C in the Compound.
    4 - Kitchen: Same as Compound Area #3.
    5 - Common Room: Same as the Compound Area KA & B.
    6 -- Barracks: Identical to Compound Area #9.
    6A: Identical to Compound Area #12.
    7A through D: Same as Compound Area #5.
    8 - Barn: Same as Compound Area #11 except that four mounts are used by the officers and NCOs, and the other 20 are ridden by the detail guarding the wagons which pick up supplies and deliver the company products.


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