
GM Aarvid |

As some of you approach the mine carts, you see a tiny creature
(a flying hairy, spidery looking thing) preparing to take off from under the cart.
Arovandeon: 1d20 + 2 ⇒ (7) + 2 = 9
Corbalias: 1d20 + 5 ⇒ (14) + 5 = 19
Eadie: 1d20 + 3 ⇒ (3) + 3 = 6
Jonterra: 1d20 + 2 ⇒ (2) + 2 = 4
Khamul: 1d20 + 1 ⇒ (9) + 1 = 10
Lore: 1d20 + 2 ⇒ (3) + 2 = 5
E: 1d20 ⇒ 15
=== Surprise round ====
Corbalias then spider-fly then party
The carts provide it cover and tracks are difficult terrain and steep.
Lighting is dim unless within range of Eadie's wayfinder.

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Corb will move 30' closer to the thing!

GM Aarvid |

The critter lifts off and flitters about before flying downward along the tracks, further into the depths of the mine.
Rest of Party surprise round actions then Corb Round 1

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Eadie points to the east and waits to see what the others do. delays until last
She then moves 25’ to the east, out of the silence effect. single move
“That thing might be leading us into a trap. We’re the flies it’s the spider … yadda, yadda.”
“We don’t control the timing of the battle OR get a look at the battlefield – the enemy is dictating all of that. I say we STOP and discuss our options.”

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Khamul moves out of the silence area and then hears Eadie's advice. "Agreed. It wanted us to go down the mine carts. So let's see if we can get the lift working instead. We don't want to follow where it wanted us to go."

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Lore slips out of the silence field and nods to the others but with a little scowl on her face. "What if that is part of the early warning system and is going to go report our presence?"
If it's still in range, she'll cast produce flame and toss one at the critter
ranged touch to hit: 1d20 + 5 ⇒ (20) + 5 = 25
dmg if hits: 1d6 + 5 ⇒ (3) + 5 = 8
ranged touch to confirm crit: 1d20 + 5 ⇒ (14) + 5 = 19
addl dmg if crits: 1d6 + 5 ⇒ (1) + 5 = 6

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“You have a valid concern, my dear. Unfortunately that horse …fly has bolted.”
Eadie *huffs* in frustration. “We’ve probably lost the element of surprise, but I think we can do better than blindly pursue the bait.”
The warrior ponders Khamûl’s words and then smiles. “How about this? Once we fix the elevator platform or rig ropes in the shaft, we set the mine carts going as a diversion, before heading the other way down the person-and-haulage shaft.”

GM Aarvid |

The furry creature escapes into the darkness, once you emerge from the silence you are able to hear it flitter off and some shuffling down below, deeper into the mines.
At this point, we are out of rounds and you can take whatever actions on the carts or lift etc as desired. The creature appears to be gone for now.

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Arovandeon searches his memory for any knowledge of the flying spider creature.
Knowledge arcana: 1d20 + 17 ⇒ (9) + 17 = 26
Knowledge nature: 1d20 + 15 ⇒ (5) + 15 = 20
Knowledge dungeoneering: 1d20 + 11 ⇒ (11) + 11 = 22
He also moves to check the elevator.

GM Aarvid |

Who is going to the elevator or mine carts. If anyone tries to hang around the horses, they will try to kick, so you can see standing there is not wise...sound or no sound.

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Wavin for the silence spell to be dismissed, Arovandeon tell his companions about the nature of the creature.
"That was a homunculus. If it hasn't already, it will soon inform its master about us. Chances are they will prepare themselves for an attack. Assuming a priest is their leader, they will likely cast spells. I think we should wait out here. Those spells will expire, or they will come to us before they do."
Looking to the horses, he makes a suggestion. "I propose we release one of the horses. I want to see if it leaves the cave if given the opportunity."

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Pressing her back against the north wall, Eadie moves warily past the horses towards the elevator shaft. Her heavy blade still at the ready.
Miners call lifts for hoisting people ‘cages’ and open bins for hoisting ore/waste rock ‘skips.’
Wish I had an apple or two … Aunt Alix told me to never walk behind a horse, because it might kick you.
Then a thought strikes her. “Lore, when this over … can I have a pony? I promise I’ll feed it and groom it and clean up after it. Can I? Can I? Huh?”
Take 10 Perception for shaft traps and threats: 10 + 13 = 23

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Lore just lets the silence spell stay since only the horses are now in it, and shrugs. "Don't really see a point to releasing a horse... they're fine where they are. Why do you recommend releasing one? to what end, I mean? and Eadie, you silly girl... of course, you can have a horsie if you want one... every girl should have her own."

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**TIMEWARP** for Khamûl’s Research Specialist Boon.
During first watch at the Pathfinder camp, Eadie tells Khamûl (and any of the others still awake) about an adventure she and Lore went on in Absalom.
“Let’s see, the party comprised Lore, me, that dwarven miner who taught me the ‘Hi Ho’ song – Brother Grimdoc, an elven alchemist and brother Scarab named Ruprecht Antillious, a seedy Chelaxian warrior (who thought he was a dragon) called Lhug-mor and his particular friend, a mature and astute cleric of Milani named Fleetwood.”
Eadie pauses and smiles. “You know that guy that sits back taking it all in, but when he makes a comment he ABSOLUTELY nails it? That’s Fleetwood. Lore gave him the nickname ‘Woody.’”
“Anyhoo, someone was stealing religious artefacts in Absalom’s Gods Market. So Lhug and I decided to have a little wrastlin’ match in VC Shaine’s stables. I won (of course!) Lhug asked me if I’d ever been mistaken for a man. I replied, ‘No. Have you?’”
“Then we went on a pub crawl and got kicked out of Ol’ Deadeye’s Brewhouse, because someone was being rowdy – probably Lore. Then she and I did some window shopping at Belker, JC Copper and Haversack’s Fifth Avenue, but the boys got bored so we left early.” *rolls eyes* “No sense of what’s important those fellas.”
“As we left the shop, two dudes set their dog on us, so we killed them. Someone called the Greycloaks, and we bravely ran away. When we reached the Greycloak Watch-house, the secretary Miss Moneycopper let Lore and I look through her files and Lhug made everyone coffee! IT - WAS - AWESOME! Wasn’t it, Lore?”
“Then we went to the Pleasure Salon. The clerics of Calistria must be really poor – ‘cos none of them could afford clothes … and we said ‘hello’ to Grandmaster Torch, who made fun of the Master of Scrolls.”
“Then we got ambushed by a giant chicken swarm. So, Grimdoc and I *walloped* an evil sorceress. I used this very morning star.” Eadie points to a weapon on her belt. “The ensuing conversation went something like …”
Brother Grimdoc: So we KO’d her good, Eadie?
Eadie: It’s worse than that, she’s dead, Grim!
**Interlude** “Then Lore yelled at us, ‘cos Torch told us not to kill anyone and Lhug started sleeping with a chicken.”
Brother Grimdoc: So can we heal her, Eadie?
Eadie Navhelan: Abadamnit, Grim! You’re a fighter not a doctor!
Brother Grimdoc: Damnit, Eadie! I’m a lover not a fighter … of ale! Harr, Harr!
“So of course, we followed her invisible twin to a warehouse, where Lhug fell in love with the Big Bad. She ended up falling at his feet – after a bit of friendly persuasion.”
“Then they got married! I was bridesmaid. Lore and Woody did the service. Ru gave away the bride and Grim was Best Man. The bride told us she was going to have a baby boy, and she was gonna name him Lorne, Eddie or Gabriel.”
Eadie holds out her hands palms up. "And there you have it, Khamûl. The story of our adventures in the God’s Market."

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Lore starts giggling at Eadie's tale... and eventually ends up laughing so hard she's rolling on the ground, tears streaming from her eyes. "Oh, Eadie.. stop ... it... you're killing me... " she eventually manages to choke out between bouts of laughter.

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Arovandeon responds to Lore's earlier question. "These horses are agitated. Likely from the environment. The bandits are employing them as living traps. If there is a fight here, they become a threat to us as well as themselves. I would prefer to remove them from the equation."

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"Well, let's release one then, but don't look at me, I can barely reach their halters... and I see no reason to remove the silence just yet... we'll all be watching it but horses can be very noisy. Let's just let it go and see what happens, eh? Besides, it's only gonna last a few more seconds anyway." (1 round per lvl and it's already been a few rounds, so at most it'll last 24 more seconds.)

GM Aarvid |

Is anyone releasing the horses? A handle animal check can be used to have them exit calmly, otherwise they are not cooperative.
The old cargo elevator is currently inoperable due to
several jammed mechanisms. Performing a quick repair
requires 1 minute of work
A successful Disable
Device or relevant Craft or Profession check. A PC can
diagnose the elevator’s problem with a successful
Knowledge (engineering) check, which grants a +5 bonus
on the check to repair the elevator.
By the time the elevator can be repaired or all 5 of the horses removed, you suspect the silence will expire.

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Corb is silently unhappy about avoiding the fleeing bug-coward. Since it seems like the group prefers the lift, he'll avoid readying himself for moving any carts or anything.

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Eadie ponders the party’s predicament. “OK, Lore and Aro are totally right. That homunculus sentry will be informing its master and they’ll head up here pronto, probably using invisibility and/or stealth.”
“The mine’s sub-brace, where we are located is set up to favor the enemy, but we can make it harder for them, when they arrive to fight us.”
Eadie draws and tosses her Lucerne hammer to Corbalias with a *wink* “First thing, I think we should get the elevator going as an escape route. Aro and Khamul, do you want to work on that?”
“I think the rest of us should work at moving the horses out of the area.”
Eadie *shrugs* “Then once they arrive, we kick their butts. We’ve gotta stay alert for them though. As always, these are just my thoughts. If anyone has a better idea – no worries! But I think they’ll be here soon.”
Take 10 Perception for enemies coming: 10 + 13 = 23
Strength: 1d20 + 4 ⇒ (19) + 4 = 23
Strength: 1d20 + 4 ⇒ (1) + 4 = 5
Strength: 1d20 + 4 ⇒ (6) + 4 = 10

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Khamul got a 20 Engineering examining the cage and carts above, if he can still use that.
"I can see that the winch here is tangled up and needs to be fixed. Is anyone good with that sort of thing?"

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Lore tries to assist whoever is going to calm the beasts using sign language and gentle movements.
handle animal: 1d20 + 4 ⇒ (4) + 4 = 8
but can't seem to get through to them...

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I'm pretty sure Arovandeon made the knowledge engineering check as well. If I can take 10 on the Disable check, then I'll do that - total 23.
With more experience in engineering and mechanical devices then beasts, Arovandeon applies his skill to fixing the elevator.

GM Aarvid |

The carts and lift are on opposite sides of the room and require separate checks.
Khamul can ascertain that the carts need oil due to rust, but otherwise appear to be in working order with complex pulley system that allows carts to be raised and lowered along the tracks.
Arovandeon finds the lift is in less that ideal condition, and would take a few minutes work to repair sufficiently to operate. It appears it could hold 5-6 people safely once operational.
Lore does not have much luck convincing he horses to cooperate, but Eadie seems to be able to get them moving...but with a bit of kick.
vs Eadie horse: 1d20 - 2 ⇒ (14) - 2 = 12
vs Eadie horse: 1d20 - 2 ⇒ (13) - 2 = 11
vs Eadie horse: 1d20 - 2 ⇒ (16) - 2 = 14
vs Eadie horse: 1d20 - 2 ⇒ (16) - 2 = 14
Their feeble kicks miss, but two of them are glad to be into the fresh air outside. Three horses remain.
No further sounds can be heard from down below, other than occasional dripping of water, and echoes of your movement with the horses and elevtator.

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Eadie bears no malice towards the horses. Poor beasts are probably confused as to what’s going on.
Speaking of beasts …
“Hey, Corbalias! Are you gonna give me a hand or just stand there looking pretty?”
Horse moving (cont) Strength: 1d20 + 4 ⇒ (6) + 4 = 10

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I think I missed what the Str check was for; if its breaking things, I have a mild bonus.
Stealth Mode Corb thinks for a moment wondering what the wink means. He realizes he has the reach weapon! That's clearly it. Time to sunder some ropes (probably with the pointy end.)
"KILLING THE ROPES WILL BE FAR MORE EFFICIENT, THEN WE CAN GET TO GLORIOUS COMBAT IF THEY HAVEN'T FLED ALREADY!"
Power Attack; +1 from 2HF. This is rolled as if taking three rounds.
Hammer 1: 1d20 + 12 ⇒ (20) + 12 = 321d12 + 18 + 1 ⇒ (1) + 18 + 1 = 20
Hammer 2: 1d20 + 12 ⇒ (5) + 12 = 171d12 + 18 + 1 ⇒ (4) + 18 + 1 = 23
Hammer 3: 1d20 + 12 ⇒ (3) + 12 = 151d12 + 18 + 1 ⇒ (10) + 18 + 1 = 29
-Posted with Wayfinder

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In the spirit of not getting chewed out by that ignorant Ex-knight captain teamwork (if anyone's particularly aghast of letting them run out and probably just kick Corb in the face) or if they're just kinda hanging around and need just manually removed, then use the above as Strengths at +6.

GM Aarvid |

Corbalias furiously attacks the tethers of the three remaining horses. They stampede out of the cave, glad to be free of the caustic cave air, but also to put distance between themselves and the very loud man.
Arovandeon and Khamul determine the carts are in working order, and had just finished oiling the mechanism when the horses bolt from the cave.
If I get three or more to agree on carts or elevator, then we will proceed in that direction

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Eadie looks from the shaft to the carts and back again. "This is one vote for the elevator shaft."
"THEN WE CAN GET TO GLORIOUS COMBAT ..."
"And a second for glorious combat."

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That was intended as italics/thoughts; Corb thinks big and loud. Not that Corb isn't easily read...
Corb has no major input on method of travel, but will vote for either if a stalemate occurs, delaying combat.
-Posted with Wayfinder

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Lore looks from one method to the other and sighs... "Neither one looks particularly savory to me. I'll go where Eadie goes."

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Jonterra looks between the elevator and the carts. Nodding as if coming to decision with himself, the oread moves to stand next to Khamul. "My inner voice believes the elevator is the wiser choice."
Those two are so loud, I wonder if they ever hear they're inner voice....

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Arovandeon agrees with Eadie, Khamul, and Jonterra.
"Since it was in better condition, they will most likely expect the cart. Perhaps we should send it down empty as a diversion while we take the elevator? However, I still think we should wait a few more minutes to make sure any magic they may have prepared with expires."

GM Aarvid |

The consensus is to abandon the carts and move, as a group towards using the elevator.
After a minute or two of working the tangled chains, you are able to figure out how to fix and operate the elevator.
Once you reach the bottom, the air is more exposed to the constant
severe heat and caustic steam noticed in the upper chamber.
Existing the elevator, you see a large chamber with the illumination from Eadie's wayfinder.
This would be an unremarkable cavern were it not for the metal
tower that occupies most of the space and pushes against the
fractured ceiling.

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"That's an anomaly here, the tower I mean... do you think we have to get inside that to find them? If so, that gives them a definite tactical advantage."

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I took a look at the map and thought Van de Graaff generator.
"Neither one looks particularly savory to me. I'll go where Eadie goes."
Eadie lifts her visor and shares another *wink* “You and me against Golarion, Lore!”
“Aro, I wouldn’t worry about missing the Knights for now. I suspect they’ll try the ol’ ‘ambush the out-of-resources Pathfinders on their way out of the dungeon’ trick.” Eadie taps the side of her nose, just before her visor drops, barely missing her finger.
“The Day Knights aren’t cluey enough to realize Eadie Navhelan won’t fall for that trick a fifth time this month!”
Eadie looks at the metal tower and then down at her metal armor. “I’m thinking four things … It’s a trap! It’s a trap! What time’s dinner? AND It’s a trap!”
She points at two ‘dots’ at the access to the metal tower’s chamber. “Aro, Khamul … could those be some kinda trip-wire electric eye that sets off the trap if something metal-encased gets too close?”
Eadie studies the dots and tower without moving closer. Take 10 Perception: 10 + 13 = 23

GM Aarvid |

Eadie casts her keen eyes upon the tower, looking for clues.
The only thing she notices is there appears to be the faint lines of a portal of some sort in the front and slits near the top.
However the portal area is marred by what appears to be stains or scratches, none very deep.

GM Aarvid |

As Khamul moves closer to the tower, he hears.
"Psssttt. Who are you?" as a faint whisper from inside and near the top.

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"Or they could be torches."
“Well, yeah Khamûl.” Eadie *rolls* her eyes as she moves up to take a closer look at the points of light. “But you can’t say that’s nearly as exciting as a trip-wire connected to a Lost Numerian artefact that zaps you with pink plasma-y death when you’re not looking, is it?”
"Psssttt. Who are you?"
“Eadie.” Who else would I be?
She thinks for a moment. “Oh wait, we’re nothing to do with the Day Knights, but we do like their horses. Are you Bertrag? Your leader asked us to rescue you. Can you verify your identity by telling us his or her race and full name?"
Sense Motive: 1d20 + 1 ⇒ (12) + 1 = 13

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Arovandeon catiously approaches with the others, examining the strange structure.
"Someone should watch that other passage. I'm sure it's only a matter of time before someone comes to check in here."
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Any knowledge check available here?
Knowledge Engineering?: 1d20 + 15 ⇒ (11) + 15 = 26

GM Aarvid |

"Yes, I am Bertrag, sent here by Itephta of the Ouat monastery."
You hear the voice and see a gaunt dwarven face against one of the arrow slits at the top of the tower.
"A week ago, I was patrolling the mountains when ambushed by
these so called Doomsday Knights. Rather than escape, I offered to
accompany the knights willingly, to be sacrificed properly.
In truth, I hoped to pinpoint the cultists’ lair,
study the group, and escape with the information.
He continues.
However, I discovered that there were other
prisoners being periodically sacrificed to some monster,
so I instead elected to stay and defend the captives as best
I could. Unable to sneak the prisoners out, I instead
activated my instant fortress and have kept everyone safe
but ultimately trapped. The cultists have tried to breach
the fortress ever since, while I guide my fellows
through fasting and meditation exercises while awaiting
a rescue party."
He pauses.
"Are you indeed here to rescue us? I assume you are not
in league with the Doomsday brigand. So who are you and can you make good on your claim?
As you might expect, we are starved and in no condition
to fight, although I may be able to get the prisoners to the surface."
Arovandeon can tell that collapsing the tower will collapse the fractured roof of the cavern.

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"Can we at least get them some food and water so they won't starve? I can create water, and i have some extra rations I can share... maybe someone can fly or levitate up to him to hand them over? I have a potion of fly if no one else has any kind of sustainable method."

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Arovandeon retrieves more wrapped packages of food from his haversack then should normally fit such a container. "As it happens, I carry a small feast of trail rations, and I have a means to deliver them should a rope be insufficient."
"We do, however, have another challenge aside from the bandits standing in the way of your rescue." He adds to Bertrag. "Your tower appears to have fractured the roof of this cave. Bringing it down will likely cause it to collapse. Have you another method by which to exit?"
If climbing with a rope is not possible, then Arovandeon will use his alchemical allocation extract in conjunction with his own potion of fly to deliver the food.

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Hi, Lore. Hope you’re not in too much pain.
“Oh, hi there Bertrag.” Eadie gives the monk a wave. “We’re Pathfinders, which I can prove by showing you my wayfinder.”
Eadie indicates the light-emitting compass clipped to her belt.
“We’re allied with the What monks and as a group have undertaken five of the Six Trials of Tar Kuata. We have all completed at least one trial as individuals, and Jonty here has passed all five!” Eadie mentions the components of the trials to verify her story.
“I believe the sixth trial involves neutralizing the Rovagug Knights, which is our current mission. We would be grateful for any information about their order of battle – numbers, tactics, weapons, spells. That kinda thing.”
“Lore and Arovandeon, save your potions. I’ll try to scale the castle and secure some ropes to allow the captives to escape. If I can’t do it, Corb probably can.”
Take 10 Climb: 10 + 5 = 15