The Party hears voices coming from somewhere behind them in the hallway system.
The voices sound goblinoid.
They get louder for a while as though they are approaching, then begin getting quieter again, suggesting whoever is speaking turned down another hallway.
The voices sound somewhat deeper, more guttural, and more resonant than normal goblins.
The Party suspects they may be hobgoblins or some other larger goblinoid.
The Party discusses whether they should go after them.
Vala insists that this is alchemy and therefore science rather than magic.
Rig decides they are essentially magical pupil-dilating eye drops.
Verna sneaks ahead of the Party toward the source of the magic.
Vala realizes she is once again too far forward in the marching order.
She remembers that Sildar Hallwinter specifically told her to stay behind Orthanc.
Considering she was just attacked from behind by an ochre jelly, she has apparently learned nothing.
Verna reaches another intersection.
There is a stone door nearby.
There is also a set of stairs leading upward.
Verna hears something near the door but cannot identify it.
Verna sneaks up the stairs to investigate the area above.
The stairs lead to the edge of a large cavern, about 10 ft above the floor below.
Looking into the room, Verna sees:
2 large tables made of extremely heavy wood.
The edges have begun to rot, but they are still mostly structurally intact.
Broken and destroyed furniture scattered around the room.
Dozens of skeletal remains.
Some are dwarves.
Some are orcs.
A few are humans.
The positioning of the remains makes it obvious that the dwarves and orcs died fighting one another.
None of the dwarven bodies are recent enough to belong to the Rockseeker brothers or another modern expedition.
Verna can hear faint scraping somewhere in the room but does not see the source.
Verna returns to the hallway and tells the Party that the room appears to contain the remains of an ancient battle, but she does not see anything currently preparing to attack them.
Verna moves to the nearby stone door and listens.
She rolls exceptionally well and hears:
Faint crunching.
Splintering.
Wet slurping noises.
There seems to be more than one thing making the sounds.
Whatever is inside does not sound unusually large.
Vala examines the door with Detect Magic.
Like the other dwarven doors, it has magic protecting it from ordinary wear and tear.
Otherwise, it does not appear to be magically locked or trapped.
Before Verna opens the door, Vala gives her one of her Web Grenades.
The grenade replicates the Web spell.
Verna throws the door open with absolutely no attempt at stealth.
The room beyond appears to have once been a barracks.
Stone bunks are carved into the walls.
There is a corroded iron brazier in the center of the room.
Orc and dwarf bones are scattered throughout it.
Three gaunt, gray, hunched humanoids are crouched over the bones.
They are breaking the bones apart and sucking out the marrow.
They look up when Verna opens the door, screech, and attack.
START COMBAT
The Party identifies the creatures as ghouls.
The ghouls immediately rush Verna.
Rig attacks one of the ghouls with her shortbow.
Black and clear fluid spills from its wounds.
Mo enters the fight with Grew.
Verna attacks the ghouls with her scimitar and long knife.