The party descends 120 feet from the trap door into a wide tunnel that ends at an adamantine panel. Smoll, Vincent, and Reade produce the three keys, touch them against the panel, and the pocket doors slide open to reveal a dwarven hall with symmetrical alcoves of iron doors that do not open in the traditional manner. Overhead, up 60 feet, are three crumbling stone bridges spanning east and west across three center pillars.
The party approaches the middle pair of iron doors on the west side of the hall and taps with the keys. The keys swing the door open, probably because it was not secure in the first place. Beyond, stairs take the party up to the second level.
Along the north-south hall of the second level, three pillars fashioned like warhammers follow a mosaic depicting Moradin crafting dwarves from black material. Togy checks out an area where the mosaic has crumbled off a crack in the wall. The crack turns out to be the residence of a black pudding. The black pudding degrades a lot of armor, weapons, and good health before Reade defeats it with his ruined quarterstaff.
Vincent and Togy repair the items that can be repaired while the party studies the three crumbling bridges that span to the east to three adamantine doors. Fleet-footed Reade sprints across the north bridge as it crumbles and tumbles down into the hall below, almost with Reade. Holding his gift-from-a-queen key to the door on the far side accomplishes nothing. Togy confers with Stone of Golor, suffering from acute boredom and stifling humidity, to learn that the keys have nothing to do with these three doors as far as he cares, and he does not care. It would take a dwarf to go any further in his apathetic opinion.
Smoll works with Vincent and a rope to cross the crumbling southern bridge. Vincent disguises himself as the dwarf in the painting key and the door pops right open.