Rolled 17, 10, 18, 15, 6, 16, 9, 6, 11 = 108 (9d20)
>>5383358>>5383354>>5383285>>5383205>>5383188You have by this point invaded and occupied enough of these Blackmantle company-towns to know something of what to expect inside. The dwarves are skilled craftsmen, even a member of the Master Race must admit, but none would accuse of them of being beasts of incredible imagination. You stomp your way steadily through faintly-familiar halls, following the same sorts of twists and turns, passing almost the same latrine in almost the same location, until you reach the first of what you all-but-know will be three back exits down steep mountain apses, for emergency departure or expelling the waste of their industry.
And there it is. With grim satisfaction, you summon an <Earth Tremor> to collapse it. With a roar of triumph, you announce to all who shelter herein—all who might seek to flee, as well, that there is to be no escape.
[5d20 Sword Mastery; 2d20 Intimidation, 1d20 probability die for your forces and theirs (yours have a notably lower DC)]