Assassin moves forward with katana in hand.
He meets the protruding hand directly with his flashlight and surprisingly sees some kind of mechanically operated yeti possibly meant to scare passers by.
Relieved by this he looks back towards where he came from only to see Rasputin walk up to the hand of the fake yeti and shake it. Assassin cannot quite figure out the intention of this and looks on puzzled.
Krusten searches her immediate area but finds nothing unusual. Soon all four of you are gathered observing the yeti.
GM: Say what you wish to do now.
Rasputin returns to the old building where he found the expired pamphlets.
Carefully, he uses his ghostly powers to go through the wooden structure then after returning to the flesh he collects what he can. Unfortunately, he must now exit with these items but the obvious door to exit is locked.
GM: Note, this power works for you and your immediate belongings, not objects that are not naturally part of your person.
Meanwhile...
The others go past the mechanical yeti following the path of the cave that comes to some railway tracks and a rather old looking railway cart with mid height handles possibly for human grasp. The tracks go straight ahead for around forty feet and then sway to the right and disappear behind the cave wall.
GM: Say what you wish to do now.
Assassin inspects the railway cart for traps, however it does not seem to have anything unsuspecting about it. He does find that it has no noticeable breaking mechanism and he suspects that it was electrically controlled at some point as there is a space for a electrical device that is missing.
As Shifter looks on Krusten pushes the cart with some exertion and it starts to move a few feet - it could probably use some oil on its moveable parts.
Rasputin gathers his pamphlets together after almost getting injured by glass chards.
Now all joined together, Assassin and Krusten follow the rail tracks around the corner and find that it goes on for quite a bit leading deeper into the cave.
GM: Say what you wish to do now.
While leaving Rasputin by the cart, the rest of you move ahead following the railway tracks for about two minutes.
You finally come to a large drop in the path, a cavern where the ceiling is about 20' above and below it is so dark that your flash light does not pick up the bottom. Large bats cover the top of the cavern.
You see the railway tracks form an unfaithful bridge to the other side, but it is broken in the middle. You know this would have been your instant doom had you ridden on the cart to this point.
GM: Say what you wish to do now.
Rasputin hurries to the spot the others are now engaged in, finds Krusten looking around and reaches the bridge just after Shifter's bridge testing.
Shifter checks the bridge: it looks fairly sturdy except for the 6 foot gap in the middle where the tracks have been unusually bent downward in no particular way. Shifter walks up to the part where the tracks have been bent and sees that it is only the top portion of the bridge that holds it together.
Meanwhile...
Assassin takes some pebbles and throws it into the darkness below. After a few seconds he hears a pluck in water. It does not sound too deep nor too far down.
GM: Say what you wish to do now.
Assassin shines his light on the bats. They hang down from the ceiling of the cave almost motionless but the view is not a peaceful one for your mind.
Rasputin uses his roped grappling hook to easily hook it to the other end of the bridge.
Shifter and Krusten then use the new 'line' created by Rasputin and they both jump across one after the other leaving Rasputin and Assassin on the other side.
GM: Say what you wish to do now.
All of you cross over the damaged bridge safely.
Now on the other side of the bridge you continue to follow the tracks which descends deeper into the mountain.
After a couple of minutes of careful maneuvering - the railway tracks form into four splits within a room that has been set up to change the path of whichever railway cart that comes along. You can see a lever on a raised stand where someone could stand and make the change.
The tracks themselves each follow into a narrow arch bricked entrance. Above each of these are small oil painted cartoons as follows:
1. A masked man moving in the night
2. A ghost in a cemetery
3. A hawk flying above a lion
4. A woman running in the field
GM: Say what you wish to do now.
As Shifter just stands there, Rasputin goes over to the stand to switch the lever - he pulls it, then he makes a "Woaaa!" Sound and suddenly disappears! You rush over to see some kind of trap door that closes over a bottomless drop in the ground. Horrified by this you become uneasy at what might have happened to him.
GM: Rasputin is out of the game.
Assassin examines the images. They look like they were painted many years ago. This puzzles you and makes you wonder how it could be that anyone would know you would come to this point at this time.
Krusten tries to search the room some more to find anything hidden but sees nothing obvious other than noting the same observation Assassin had about the painting of the images.
GM: Say what you wish to do now.