The night passes with discussion of shares of treasure between Denig and Billwise; the Dwarves talk of what other wonders of Dwarven skill they will see. The relative safety of the door and the roomy confines of the office mean they are undisturbed and are refreshed as they make their way back down to the wide avenue found the day before.
The wide avenue has several side passages that appear to lead into larger spaces. Excited Pick walks down the avenue to its end and discovers a giant water wheel in a great hall. He marvels at the wonders he is seeing. Rather chaotically the rest of the party follow. Denig struggles to keep up with the haphazard wanderings and because he is the only one without a personal light source is frequently left at the edges of darkness.
At the waterwheel hall, they adventurers notice many different directions they could take. They decide to go back an explore the first of the three passages they walked past from the stairs. Lantern light reveals a huge hall dominated by a giant water powered machine occupying one wall. Furnaces squat like eyeless frogs on the opposite wall. Crucibles and other items of smelting lie abandoned around the hall. At the back of the hall Iron doors prevent access to small chutes that lead up. Billwise investigates these and discovers chambers behind with unclimbable passages up to steel doors in the level above. The party move onto the next passage back.
This passage leads into a similar hall, however, they disturb a Giant Cave Worm which attacks aggressively. Denig mumbles prayers as the Dwarves close with the monster hauls itself towards them. Meanwhile, Billwise waits for an opportunity to skirt round to the rear. Hammer blows fall and a short sword darts in and out. “No!” cries Denig, “I can deal with this, trust me.” as he steps up to the great beast. It immediately attempts to eat the Dunlending Shaman, who barely escapes its grasp. Needing no encouragement the rest of the party rain down blows and the poor beast never really has a chance to defend itself before dying from the accumulated blows.
“Why must you go round killing everything you meet?” bewails Denig. The rest of the party look blankly at him. Didn’t the worm attempt to eat him? They move on to the last of the three missed passages and find a hall similar to the first two. Here two Giant Cave Salamanders are disturbed by the lantern lights and immediately rush to defend their territory. Denig implores the rest to not harm the albino monsters. Unconvinced, the dwarves form a defensive wall in front of the stone man. This time it seems Cloch the God of Rock hears is prayers and both beasts become passive and calm. Amazed, but unsure of their safety, the party leave the room and return to the wide avenue.
In the avenue, the party debate what should be their next course of action. Denig is most vocal of all the party. He dismisses the area as an industrial complex and not worth exploring. Instead, he wants to push on across the bridge that leads from the avenue across the chasm. His overriding concern is to find treasure and that means finding where the kings of the dwarves live and not the normal people. The Dwarves mumble about workshops but agree to crossing the bridge rather than exploring further beyond the great water wheel.
After travelling nearly three quarters of a mile in the inky blackness, the lanterns pick up the wall of the far side and an entrance. Unfortunately, the bridge has given way. A fifteen foot section has crumbled and although the remaining dwarven workmanship is sound, it looks like it will be too far for the shorter members of the party to leap in safety.
Seeking the wisdom of Cloch’s guidance Denig steps out onto the gentle breeze that flows down the chasm and through the gap in the bridge. He is granted the ability to walk on the wind and is able to carry the party and their equipment across the abyss. None of the party are particularly happy about the mode of travel and are extremely grateful to feel solid rock beneath their feet.
Beyond the entrance, a dark hall with benches for resting and chatting is discovered. Lantern light is reflected by the remains of what once were great crystal chandeliers, the remains of which lie scattered across the floor. Ignoring the stairs to the left, the explorers push on up the wide avenue ahead. Iron doors punctuate the rock face and Billwise sets about examining these. Pick pushes on and discovers a small plaza with a fountain shaped like a strange giant fish only the tail is facing sideways. Beyond and to both sides are further avenues with doors set in the wall. He returns when Billwise picks the lock of the first door.
Beyond the door the room contains a table upended over the fire place and a cabinet with a door beyond. Searching the room they find scratch marks that suggest the cabinet was regularly swung away from the wall but can find no secret door. The Dwarves find runes scratched on the bottom of the table as Denig continues to examine the walls. The runes say “beware of the soul eater” and the party puzzle over this for some time. Beyond the door they find a bedroom and a bathroom.
The party investigate the door on the other side of the avenue. Billwise cautiously checking the door before picking the lock with ease. A similar layout of rooms is discovered beyond and they move on. After the third dwelling it becomes clear that this is a village and Denig is keen to push on quickly. The party hurry their investigations, Billwise picks locks generally without checking and Pick or Dagaard check the rooms to confirm their purpose. It is during one such sweep that Pick discovers a cupboard. He notices some faint rune marks but ignores them. Opening the doors he triggers the wards and is assaulted by flame which destroys his shield and removes the hair from the left side of his face.
Despite, this timely reminder of the need for caution the party continue to explore at pace and while laughing at the saucy scenes in a bar/brothel are attacked by a Giant Spider that emerges from an open doorway that had not been investigated. Pick who is standing outside notices it and is able to retreat inside the bar. The Dwarves flank the doorway war hammers ready. Once again, Denig implores Cloch to calm the monster but the spider lunges aggressively and knocks the Dunlending backwards. The dwarves attack. Billwise dives beneath the beast and clambers out behind it. Denig joins battle hurriedly drawing his sword. Rapidly, the spider is dispatched; Billwise left standing having taken no other action but his heroic dive, is relieved he did not stop to attack from below.
Again, heedless of the danger, the party confirm the last metal doors guard dwellings and do find a communal bath, before retiring to the hall by the bridge to rest, eat and prepare to descend the stairs to the level below.