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Rolled 3 (1d6)
You decide to search the first level of the dungeon, the mines, a bit more thoroughly. This is still closest to the surface and you aren't in much danger- especially not with your growth in numbers. The Knockers weren't a big threat before- this time? They probably won't even approach with the Snail in tow!
You decide to trace around the mines and look for another way to proceed forward. While the hole is tempting and you brought enough rope for the excursion, you have to consider the possible injuries and dangers of dropping down; plus you don't even know where it leads. While the stone that fell last year didn't sound like it splashed into water or anything like that- there's no telling if the hole drops directly into a monster's lair or some kind of trap. Besides, even if you did take the hole route, you'd have to climb back up it while trying to carry loot in tow with potentially injured party members? Bad plan.
You decide to hold off using that shortcut until you know the layout of the dungeon better. This time, you search the mines and go to the narrowest and longest tunnels, trying to find the last places where the miners dug before they finally uncovered something they shouldn't have. It takes quite a long time to recover your old steps and follow your old charcoal marks; but your party eventually finds what you're looking for.
<span class="mu-b">"Hark! There is a break in the wall that leads to a different chamber!"</span>
"Wow- The chamber ahead is made of smooth stone. The walls are also squared; not this crudely carved mess of the mines. That chamber must have been made by human hands many, many years ago and the miners dug it back up on accident."
<span class="mu-b">"Well, let's go investigate it..."</span>