GM POST
https://i.*****.com/cNM7mO5.png
With a scowl a thousand yards deep, the Dain nods with dwarvish stoicism to Jack's effulgent praise.
"Respect for dwarves in Ten-Towns? Hell really must be freezing over."
Once Brydum returns with his two fellows, Angrom and Rorm still dusting snow from their beards, the Dain eases himself from the stone chair, steadying his weak leg.
"Then it's decided. Brydum will lead you to the temple gates where the undead foe awaits for weal or woe..." After a moment's pause, he adds with a dry sense of humor,
"Either way, songs will be sung of your valor today."
Brydum bows before his Dain, then hands the 4 flask of holy water to Zeth and Lumrolur, to distribute as you see fit.
Angrom and Rorm soon fall into chatting excitedly, much to Brydum's chagrin, joking with your party,
"Now Miss Ostergaard, and Frosty Jack, there'll be no liquor a'fore delving the deeps, no matter how much you try to convince us otherwise. That's the dwarvish way. Oh, this?" Angrom chortles mid-sip,
"This is pure mountain spring water... ah... with a bit of mashed grains..."
Brydum leads your party from the audience hall along passages where dwarves you pass pause to bow their heads or pound their shields – it seems word of your venture has spread quickly through Battlehammer Hold. Past lanterns and rock-cut caverns, past the Temple of the Four, past the sound of distant picks in the mines, you at last come to an echoing half-mile long passage sloping down, down, down...
Temple of Dumathoin
Massive double doors block the way into the abandoned temple, some 10-feet wide and 25-feet tall. Chain mechanisms emerge from the wall on either side, wrapped around circular winches. Based on the hinges, the doors appear to open away from you and are also barred with a broken battering ram. They are inlaid with a hammered bronze pattern resembling the two sides of Dwarven Valley with Kelvin's Cairn overlooking, stains of verdigris giving the doors a bright greenish hue. Dwarvish runes run the perimeter of the archway.
Clearing his voice, Brydum cracks his knuckles,
"Alright, this is a highly technical procedure. See the chains need to be given just the right amount of slack – both of them – or the doors won't open..."
Angrom and Rorm settle into removing the broken battering ram from the doors.
| GM: | Attached snapshot is from Owlbear Rodeo. Here's link: Owlbear Rodeo (edit: looks like I'll need to give you permission to join in, fyi, so I'll do that when I check the site to get snapshots)
@VLAD the Destroyer Logrim recognizes the handiwork of his uncle Jorlen in the door's mechanism. Jorlen always builds in a workaround – for ease of maintenance – into these sorts of doors, and sure enough you spot a little hole in the rocks. With the right tool and a twist, that should bypass the chain mechanisms entirely and open the door. Or you can let the dwarves struggle with it. 
This is a good time to check in about light & marching order (10-ft wide tunnels). IIRC @Steve Gorak Aric uses produce flame & @happylace Alma uses light? | |