The group continues down the tunnel, Wade in the vanguard. This is a familiar route for all of you, leading down to the lower excavations. Here and there the floor is littered with newly fallen rocks from the recent tremor.
Abruptly you come to the tunnel mouth.
The tunnel opens onto a broad, tall cavern carved by years of slave labour and lit by evenly spaced rushlights. The tang of salt is heavy in the air, and Wade is reminded of his days on the sea. Many tunnels lead off from this cavern, some at ground height, some at the level of a series of wooden catwalks ranged overhead and reached by ladders.
A short distance away, a space that could be covered in a few seconds at a run, is a small shack. one ur-man with a spear stands guard over its single locked door. The shack, you know from experience, houses the tools that are issued to slaves brought to the mine face.
Two more ur-man guards patrol the catwalks overhead, armed with crossbows.
The rest of the ur-men, another eight in total that you can see, are supervising teams of slaves who are clearing debris left by the quake, or continuing the main business of the mine and loading sacks of salt onto a wooden elevator system at the far end of the cavern.
Olmar's escape route lies across the narrow width of the cavern and slightly to the right of the shack, an unlit tunnel (one of the many abandoned mining seams) with a simple hurdle to signify no entry.
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I hope the lack of map isn't too restricting, I'm trying to keep it more story-like and less wargamey. Suffiice to say that whatever you are trying to do, you will need some way of evading the attention of (or neutralising) the catwalk sentries and probably the shack guard. At the moment, no-one else is paying much attention to things outside their own tasks.
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