On the northern edge of the village rises a tall, grey cliff: at its base, an enormous wooden scaffold rises, roof-like over two stone doors. Between them, a long tunnel heads on a slight incline into the darkness beneath the mountain. Torches flickering in brackets in the wall illuminate the carts and patrols that wander in and out.
The Dwarven Goods Exchange is an intact trading post designed to keep the outside world separate from the interior of the city. At the exchange, a team of merchants and accountants from within the city buy the produce from the traders and caravans, and hook the goods up to the great lift and the chasm lift. The produce then descends to the city and the traders, having been happily paid and sent on their way, return to the world above without having glimpsed the city.
The goods exchange is guarded, but the guards are posted to stop outsiders from attempting to reach the city, not to stop people from venturing into the abandoned tunnels. If a guard sees one of the players trying to make their way into the tunnels, they will be stopped and gently ejected from the exchange, but they will not respond immediately with force.
In this part of the quest, the players must distract the guards in order to make their way into the tunnels. There are four entrances into the tunnels: three on the main wall in the north tunnel, and one on the north wall in the great chamber. The players must use their ingenuity to find a way to make it through the boarded-up doorways and keep the guards busy at the same time.
The corresponding chambers are recorded on the Dungeon Master’s map of the dwarven goods exchange and the abandoned tunnels, along with the inhabitants of the chambers, and the location of the doors. The lower tunnel, which expands into the great chamber and then onto the stairs and the lift, are the Dwarven Goods Exchange. The chambers and tunnels to the north are abandoned.