Rooting out undesirables from fortified positions is a duty that every Dreadknight takes seriously.

For an unknown force of goblins entrenched inside of a mine system, fifteen Revenants is a smaller force than you would like to work with. Standard procedures advise arranging forces to attack with no less than three times the estimated enemy numbers, to account for bad intelligence. Exceptions can be made in circumstances like what you face, where the civilian militia are likely to be overwhelmed and citizens have already been taken as hostages - or, knowing the nature of goblinoids, trophies.

Not unlike your own habits upon this campaign, but such is the way the world works. The strong take what they want and the weak only get to complain about it if they put in the effort to take down the strong. You simply need to show these goblinoid wretches how great a mistake they made when they thought they could take something from the strong without facing any consequences.

You are the hammer of the Empire's wrath, and your Revenants are the tools by which the goblins shall be butchered.

"Bring me a map of the mines and someone who knows them well," you tell Madame Hearst. "I intend to make up for our lack of forces with discipline and care. We will first root them out from the mine and secure they breach they came through. Once we have the breach secured, we'll assess our next steps to purge them from the underground."

"I'll send Theo over with the maps," Madame Hearst replies. "With Foreman Oldswood missing, he's the most senior of the miners and will know them best."

Theo is a man in his mid twenties with reddish brown hair and grey-blue eyes. Well built and stout of figure, he seems a bit nervous to be in the company of a Dreadknight, as you would expect from most of the Empire's free citizens and serfs. You may have been born the daughter of a whore, but your status as a Dreadknight places you above ninety-nine percent of the Empire's population when it comes to social status.

"The mine's divided into five levels, milady," Theo explains after rolling out the map. "The main shaft here in the center is how you get up and down. There's a pully system, but also a spiral stairway carved into the side for emergencies. From the main shaft, each odd level has a North-South passage, with East-West branches every ten meters. Even levels are the opposite, with an East-West main and North-South branches..."

Where those branches can deviate is when they strike a large lode. Some of them open up into wide caverns where the ore has been entirely excavated, and those can expand down into multiple levels. Those are likely where the goblins have set up their nests, holed up whatever captives they've taken to birth more of their wretched kind into the world.

Happily, the tight passageways will make the difference in numbers insignificant.