Turns 1-6
Being in the dungeon is an overwhelming experience for
Bilfur, and the first hour is a blur from his perspective. At the bottom of the ladder (Area #1 in the NE corner) is a 'tight squeeze' passageway leading north, and Bilfur wriggles through on his hands and knees, taking his place in the marching order behind Dame Simonetta, Willie, and Kiplyn.
The passageway emerges into a large natural cavern (area #2). The air is damp and there are dozens of
giant puffballs everywhere. Bilfur gets the strong sensation that this cavern is a healthy, 'living' ecosystem.
Pushing through the tight-packed grove of puffballs, the party marches west toward what appears to be a featureless stone wall. Bilfur marvels as the other Hobbets reveal a voice-activated secret door. The door opens when the 1st Rule of Adventure Club is spoken: "You do not talk about Adventure Club." The second door is opened by the 2nd Rule, and the third door by the 3rd Rule.
Moving along (from Area #6), the party travels SW through a series of tunnels and caverns. After about an hour, they find themselves at the threshold of Dungeon Level 2 (Area #13 in the SW corner). There is a strange anomaly here (like a black hole's event horizon) than our Heroes' cannot see or hear into Dungeon Level 2 until they actually cross the threshold.
Will you accept the risk? Do you cross over into Dungeon Level 2?
OOC: Our Heroes move at 3x movement rate, since they have already mapped these areas. A couple of wandering monster checks, 1d6 = 2, 4 no encounters.