The heroes traveled to Tessount’s Folly, a a failed copper mine to investigate rumors of cult activity and attempt to find some missing miners.
Valmour Tessount hired our heroes, with an upfront payment of 2,000 gp to find his missing miners. The party deduced that Valmour was hiding something, but couldn’t find out what.
After speaking with Valmour, the heroes walked the camp a bit, discussing the issue with the miners, and trying to get a feel for the situation.
As you wander the camp in preparation for your descent into the mine, you realize that Valmour’s fear is symptomatic of the unease his workers feel—and that the prospector appears to know more than he lets on.
The undercurrent of fear among the miners turns on suspicions not of monsters or magic in the mine, but foul play among the workers themselves. Though most of the workers know each other from the mining towns that dot this region, a number of recent hires were strangers who kept to themselves. A large number of these outsiders were among the groups that disappeared.
A few miners also speak of rumors that Valmour knows the mine contains something far more valuable than ore. Indeed, most of the work the miners have done so far seems to have less to do with seeking new veins than with exploration of the old caverns that failed when the mine was first built.
After entering the mine, passing through a supply room, our heroes spoke with a group of miners.
“Gairg was as good a miner as they come. What happened to his rescue team, I don’t know. That first bunch was green as new grass, though. City boys who ran out of regular work and figured they’d go underground. I figure they took a wrong turn down a deadfall shaft. Just a shame Gairg and his crew got lost looking for them.”
Soon after, large booming explosion rocked the mine, cutting off one of the tunnels, and trapping some men behind the cave-in. Our heroes spent about an hour helping the miners dig out their fellows.
The heroes soon discovered that someone was marking the mine signs to show a path through the mine.
They followed the path they had discovered, and were almost trapped by another cave in. It will be a bit difficult to leave the mine (through Area 7).
Just past the cave in, our heroes encountered a haggard, wild-eyed man who immediately attempted to flee. Obviously a miner, and nearly scared to death, he recounted the following:
“I was on crew with bossman Gairg when we was sent by Valmour to find lost miners. There was big chasm in the lower chambers, deep ones where the crawlies live. In the bottom, we found another passage with runes and skulls, bossman said it weren’t on map. Then we came to room filled with bones. I started shaking. In the middle was huge gold demon, 20 feet tall at least and breathing smoke
like dragon. Then something rose out of bones. There was screaming everywhere but I didn’t look back. Ain’t nobody got out but me.”
Daigelus also let you in on the secret that the cart shaft that was labeled “broken” was the one that was actually working.
The party let Daigleus know that the way out of the mine was clear.
Moving toward another shaft, the heroes heard an agonizing scream get cut off. After charging in, and defeating several hunched, deformed, cursed former miners, upon searching the room found a dead cultist in the rock crusher, wearing an elaborate holy symbol of Vecna. Unfortunately, Kuori contracted an unnatural disease during the battle, and had to be cured before the party could move on.
Moving down the corridor past the twisted miners, the heroes discovered a stirge nest. After dispatching the stirges, they found the corpse of long-dead adventurer, with a rotting leather backpack and 440pp.
Eventually wandering into another supply room, and finding the mine shafts down, the adventurers began descending into the lower tunnels.