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Gray Son volunteers to scout ahead.
Omar cast Heroism on himself.
Garduk cast armors himself in magic.
Kulga enhances Gray’s stealth.
Friar Robun uses his power to link his and Grays life force.
Seb examines the tracks but they don’t tell him much.
Gray disappears into the shadows moving quieter than a mouse.
A weathered wooden sign still stands by the entrance, warning visitors in Osiriani to “keep out.” The mine’s entrance is also boarded over, though the planks are loose and easily removed. A distinctive steam permeates the mine, but does not obscure sight.
As Gray enter the first chamber just inside the entrance the air here is acrid but does little beyond irritating the eyes. Five horses tethered to hooks on the walls have bloodshot eyes, rashes, and other minor conditions from their exposure to the mist.
The horses don’t seem to have noticed Gray as he slips in the room, but they might cause a fuse when the others enter.
There appear to be two main ways to descend to the lower mine levels: a set of mine carts to the east, and an elevator to the west.
Gray doesn't see any other creatures in this area.
Just to make you paranoid
1d20 ⇒ 16

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Omar checks what he knows about the steam.
bardic kn:nat: 1d20 + 2 ⇒ (16) + 2 = 18
Beware, the foul fumes are volcanic in origin and mildly acidic—uncomfortable, but not immediately harmful...as long as we do not get trapped in here.
He moves forward with his reach weapon ready.
perception: 1d20 + 6 ⇒ (13) + 6 = 19

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Friar Robun creeps up as quietly as he is able, but stays behind those more capable than himself. He finally catches up to Omar and catches a whiff of the fumes emanating from the cave. "Ugh! That smells nearly as bad as me," he whispers to the half-elf. "Did you say they're volcanic? Hmmm...sounds like we'll need to be careful of the heat. I have a wand to cast a spell of protection from extreme heat or cold. Do you think that would be helpful?"
I've got a wand of Endure Elements. Should we use it in case we actually have to go inside the volcano in some respect?

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"Ugh! That smells nearly as bad as me," he whispers to the half-elf. "Did you say they're volcanic? Hmmm...sounds like we'll need to be careful of the heat. I have a wand to cast a spell of protection from extreme heat or cold. Do you think that would be helpful?"
Garduk starts in surprise. I should have thought of that!
”I have the same spell on a wand myself, Friar. Should we split the castings so that neither of us drains too many charges?”
I’ve got 28 charges on a wand of EE - happy to use as many as needed.

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Kulga creeps forward to examine the elevator. Once she's satisfied that it's safe, she'll beckon forward her companions.
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 10 ⇒ (11) + 10 = 21 Stonecunning gives a +2 if relevant

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We could try to let the horses go and let them leave. Otherwise they might die he says and if we have them out it might help us to get out of here quickly

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"Removing the horses seems reasonable. If we can do it quietly. I don't know any Knights- Doom or otherwise who like having their steeds absconded ."
He is not particularly skilled with horses but can attempt to move them quietly unless another offers and needs assistance

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"I have some skill handling animals, but they aren't very fond of my...affliction either. It's worth a try though."
@Garduk - Sure, let's split it half and half! My want is still very fresh, so I'm definitely good to spend whatever we need.

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Omar identifies the steam
Kulga moves forward quietly and examines the old cargo elevator, she quickly determines that it is inoperable.
Performing a quick repair of elevator requires 1 minute of work and successful DC25 disable device or relevant Craft or Profession check
As Omar, Robun, and Garduk join Gray Son at the entrance their obvious presents causes makes the horses become agitated, and begin neighing
Requires a DC 15 Handle Animal or wild empathy check to calm the animals enough that they stop making noise and lashing out.

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Seb walks over to calm the animals.
"Easy friends, all is well. We're trying to help. Calm down, that's it."
Wild Empathy: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Well, so much for that...

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Hand and Eye! Why have I never studied engineering? I should study engineering!
Garduk covers his mouth as the acrid mist triggers a cough, trying to keep from spooking the horses further. "Kulga, can you see what's wrong with the elevator? Omar, have you ever heard anything in your sagas about ... elevator repair? Otherwise, I think we may need to use those." He gestures unhappily at the mine carts.

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Omar will attempt to help with the horses
handle animal,hero: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Whoa, nice horses. Shhh follow me.
As he leads them out of the mine.
Once he returns he will check on the elevator
bardic kn:engineer,hero: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Wow!
Actually I had a cousin who repaired old mining equipment as a hobby.

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Well unless your cousin was fool enough to take up life as a mining consultant in the backwaters of Osirion, I don't see how that will help us, Kulga barks in exasperation.
Though it looks like Gray Son might be able to make use of that knowledge...

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The Varisian will help lead the horses out and give them some of the water from his waterskin when they are out
There you go. Such beautiful animals he says.

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The horses don't take to Seb, but Omar steps in and calms them quickly. Omar and Gray lead the horse out of the chamber into fresh air.
Gar wonders if they can fix the elevator or have to take the mine carts.
Returning in the cave Omar diagnoses what the problem is with the elevator device.
Performing a quick repair of elevator requires 1 minute of work and successful DC25 DC20 disable device or relevant Craft or Profession check

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Omar shares his cousin's experience with Gray.
I think he said the secret to any old mining equipment is some spell or cantrip called Weal Device-40. I have no idea, but maybe you know how that applies to this rusted junk.

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I can try to disable the device. Does anyone have any magic that can help me do that? I pick locks not necessarily elevator shafts and equipment

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Friar Robun steps forward, "Well I don't know if Sarenrae would usually sanction picking locks, but repairing the elevator to help go defeat these cultists certainly seems to align with her goals, so I'll be glad to help." He lays a hand on Gray's shoulder, closes his eyes, and says a prayer of blessing over his work.
Cast Guidance. +1 to your skill check

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With the blessings of the goddess and the trust in his own skill, he pulls out his masterwork tools and gets to work on trying to disable the device
1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 dd check

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Omar shares his expert mechanical opinion on what is wrong with the elevator with Gray Son, who with a blessing from Sarenrae via Friar Robun is easily able to right the elevator mechanism.
The mine elevator is now functional! It has a complex pulley system that allows a passenger to raise and lower the lift from within. The elevator can hold up to six medium creatures and leads deeper into the the mine.
Given that there are seven pathfinders, eight including Maima it will require two trips to get everyone to the next level down. Which pathfinders are willing to use lift for the first trip?

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Kulga is adamant that she be at the tip of the spear, so to speak.

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Omar can remain topside and descend with the second wave.
"Go check it out. We will be covering you from here. Do you need light? I cannot see much down there."

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"I will go down with the first group. Bokar, perhaps you could stay with the second group to keep some magical power up top while I go down below with Gray and the others."

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"I will go down with the first group.BokarGarduk, perhaps you could stay with the second group to keep some magical power up top while I go down below with Gray and the others."
I assume you meant me?
Garduk grumbles anxiously as Kulga gets on the crowded elevator. Don't be a coward, he berates himself. There are plenty of fighters still up here between you and the demon-worshippers. She's just the one you know best.
The scrawny half-orc nods at Friar Robun.
"Sure, I'll wait with the second group. Just be sure to send the elevator back up quickly."

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"Maimutsa and I will wait up here with you, Garduk. We'll come down second."

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Gray, Kulga, Robun, and Piety take the lift down first.
Omar, Gurduk, Seb, and Maimutsa wait for the second trip.
Operating the lift’s pulley system from with in the elevator it takes a couple of rounds to lower the group down to the lower level some 60 feet, but you make it down safely. There doesn't seem to be any automated way to send the lift back up, it requires an operator to work the pulley system.
Upper Level: with Omar, Gurduk, Seb, and Maimutsa
You watch the lift descend down the shaft some 60 feet with your four companions before coming to a stop after dozen seconds or so.
Lower Level: with Gray, Kulga, Robun and Piety
The heat from the acidic volcanic steam is much more intense on this level, while it still doesn't obscure your sight, the heat may sap your vitality after a while. Those wearing heavy clothing or armor feel the severe heat more intensely.
Torches in the wall sputter in the damp air, providing only dim light throughout the mine.
The tunnel from the lift opens into what 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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Aye.

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Holding onto one side of the entrance to the elevator shaft, Garduk takes a careful look down, squinting to make anything out with his darkvision (let me know if I should roll a Perception check).
He steps back from the opening.
"Yeah. I don't think the elevator is coming back up anytime soon."

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Did we get the shared wand-taps of endure elements? If not yet, then those below may want it soon.
What happened? Did you break it already? Omar calls down.

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Hoping that Gray Son's scouting doesn't get him into trouble, Kulga raises the elevator to retrieve the rest of the group.

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As Kulga brings up the elevator, Garduk casts Endure Elements on himself and each of his comrades on the second floor (including Seb’s companion). If Kulga has not had it cast yet, he will cast it on her as well.

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Oh no! Sorry Garduk! I have no idea where that other name came from. Haha!
And, yes, by the way, Robun is also sharing out his wand of Endure Elements for the crew that went down first.
Before Gray sneaks ahead, Friar Robun taps him and everyone else down in the mine with his wand, and a cool blue barrier materializes around each of them, shielding them from the heat and creating a very comfortable space around them.
Used 4 charges of my Endure Elements wand

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Upper Level: with Omar, Gurduk, Seb, and Maimutsa
Lower Level: with Gray, Kulga, Robun and Piety
Gray volunteers to scout ahead.
Garduk and Omar calls down asking about the lift.
Kulga takes the elevator back up for the others.
Kulga uses his wand to cast endure Elements on over one topside.
Friar Robun uses his wand to cast endure elements on everyone on the lower level
Gray sneaks ahead to scout out. Approaching the metal tower, Gray hears meditation chanting coming from with in the fortress like tower much like the chants used at the monastery. The tower looks to be near impregnable, and has many scratches and dents on the outside testify to the tower’s strength from what looks like concerted efforts to break in from the outside with weapons and tools.
Meanwhile on the upper level, Kulga reaches topside with the lift and lets the remaining party members load before taking the elevator down again.

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Sneaking into the deeper part of the cave he comes upon the sound of chanting. Staying out of sight he listens for a few minutes so that he can get the basics of what the group is saying. Nodding his head he looks around.
He sneaks back to the group and whispers to them what he heard.

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Sounds like that could be Bertrag, the Ouat they told us about back at the monastery. Makes sense that it would be a dwarf that'd survive out here, even if he is one of those beard-shavers.
We should go tell him that he's been rescued.