Gerian shakes his head and says that torches and other supplies are kept in a staging area at the mouth of the tunnel below.
[IC] Aqua Mortis (Session 2)
Gerian shakes his head and says that torches and other supplies are kept in a staging area at the mouth of the tunnel below.
Rolls
Arcana (Utility)
3 Success, 5 Advantage, 2 Triumph, 1 Failure, 1 Threat
Total: 2 Success, 4 Advantage, 2 Triumph
As you descend, you realize how clever this whole venture is. Large bellows pump fresh air into the mine, while various pumps seem to be sloshing water out. The lift finally jolts to a stop. Hildar's magical light illuminates a large, cavernous area—apparently the higher of a two-level staging area, where several pipes blow cool air from the bellows above. A few wooden structures seem to be used for storage at this level. A dirt walkway abruptly ends, with a lower level barely visible below about 3 meters, just out of view with the limited illumination offered by the magical wand. A rope ladder seems to lead down to the lower level.
Things are eerily quiet. It's unnerving how dark darkness can get, how quiet quietness can be.
Rolls
Tronus discipline
3 Success, 2 Threat
Total: 3 Success, 2 Threat
Rolls
Discipline
4 Success, 2 Advantage, 1 Triumph, 1 Threat
Total: 4 Success, 1 Advantage, 1 Triumph
Rolls
Discipline
3 Success, 1 Advantage, 2 Threat
Total: 3 Success, 1 Threat
Rolls
Perception
3 Success, 2 Failure
Total: 1 Success
setback
1 Threat
Total: 1 Threat
The stillness and silence are eerie. Nekurr finds himself increasingly unnerved.

The thing about tunnels is that they only go two directions: backward and forward. This end of the tunnel is well constructed, with wooden struts keeping the earth from collapsing around you. The tunnel itself is not much taller than a human with a hat on. Presumably the water pipe will run through here, but it has not been lain yet.
The site of the accident, you recall, is over a mile into the tunnel, so walking will be slow-going. However, there are carts present that might be hitched to a beast of burden if you wanted to conjure one up with magic.
Base difficulty Easy, Grand Summons to get something that is Sil 2 (can go up to Sil 3 but that seems excessive but will go that large if needed to pull the cart) for +2 diff, and Summon Ally (free from the wand)
Wound Threshold: 13, Current: 0
Crits: 0
Natural Used: No
Heroic Used: No
I'll use the Advantage to recover the point of Strain he racked up from being down here
Rolls
Arcana
4 Success, 3 Advantage, 2 Triumph, 2 Failure, 2 Threat
Total: 2 Success, 1 Advantage, 2 Triumph
Triumphs: The cart is top-notch. The mining guild would insist on no less! Second triumph: I think the lizard being an early-warning system is warranted.
The three of you hop into the cart, and the lizard takes off. Its large eyes seem to see well with the low light provided by the wand and the lantern. With only one way to go—deeper into the mine—the creature makes good time. But then there's something about being underground in these claustrophobic conditions that makes you lose track of time. The lizard continues on for a half hour, or is it one hour? Maybe two?
Eventually, the lizard jolts to a stop. Before it is essentially a crater about three feet deep. At its bottom, a puddle of something bubbles and smolders. Wooden planks stretch across the crater to permit foot traffic, but the lizard and cart can't easily pass without magical assistance. The pack animal flits its tongue in and out in apparent nervousness at something further ahead.
Rolls
Alchemy
4 Success, 3 Advantage, 2 Threat
Total: 4 Success, 1 Advantage