As we move into the circular room we see the top of the old tower is hollowed out. We can see up into the ravine. All of the stairs up the towner are rotted. There are two doors leading out.
JM explores this tower and finds a loose brick in the wall. He asks us not to push it but I just don't understand why someone would have a trip triggerred by a brick in a wall. Instead I think it may reveal a door. I sit down while JM is searching and examining the dead goblins, and I throw out my bag of wrist bones as I scry and cast the Augury ritual to determine if pushing the brick is a for Weal, Woe, both, or nothing.
While I am doing this, Jean Marie sees something etched behind the goblin. He continues to explore the doors. He sees something about a dragon breathing fire. An ancient relief in the doors.
What I notice about the wrist bones is that it's both weal and woe.
JM reports in and thinks that the goblins have fought the kobolds in here.
I start to pull the recessed brick as I ask people to guard the doors, but I notice a glint from a needle trap and stop. I decide to push the brick with my scepter and a hidden door in the wall opens.
In the secret room I see two skeletons up against the wall. They have leather jerkins on and still have some arrows and longbow. We see a third here.
Jean Marie detects that these skeletons are actually undead.
Draxon charges in and rages, and we see these dark tentacles reach out from him around the skeletons. He quickly takes out the first skeleton, pulverizing it, cleaving the next one's head off, and does the same to the last one, with JM cheering him on.
We enter the small secret room, and we see these angled arrow slits. This used to be the archers that were stationed here. We search the skeletons. We split the gold and potions.
Jean Marie goes to the next door and opens it. A 20' wide hall with lots of debris. As my torch light brightens room, the southern section is all rubble, with one door on the western wall, with a rearing dragon on it. In the dragon's mouth is a keyhole. JM tries to pick the lock with his compass but is unable to do so.
We decide to go to the other door. This one has, in low relief, a large dragon that is breathing out flame in this very decorative pattern. As JM touches the door's latch, the top comes down almost on top of his head but JM jumps out of the way.
We see a long corridor, with a door at the other end. In draconic writing it says keep out on the door at the end.
This is a trap door that Burnell jams open.
Before the first door on the north, there appears to be a false tile on the floor.
We go around. The door to the south has a relief of a dragon-like fish swimming in water.
To the west my dead goblin finger shakes, indicating Kobolds in that direction, perhaps waiting for us to trigger this trap?
Perhaps I should utilize my ice trick again?