You finish off your engraving with an image of Litast Sweetsculpt the giant, Brafadfrayrnus the kobold, Flofobolober the kobold and Bobolopilgis the kobold.
Litsat Sweetsculpt is in a fetal position. Brafadafrayrbus is laughing. Flofobolober is striking a triumphant pose. Bobolopilgis is striking a menacing pose. This image relates to the striking down of Litsat Sweetsculpt the Gleam of Dominating in the year 210.
What would attract the least attention is whatever our dwarf/elf are just about to tell the official, right? So maybe we ought to sound like something sitting waiting, still to be described, rather than it risk sounding like the barrel full of flour sacks is infested with vermin...
You cover the peek hole and wait for your cue.
Bembul mumbles "hrmmmf grrmmm Shells hhrmmm"
"Zer are no schells in zis fortress..." replies the dwarf with the clipboard.
Aweme says, "It's honey. We are just bringing this fruit and honey to the stills."
You try to sound like honey.
"Ve have no time for zis. Somesing triggered ze fortress defenses and killed a dog. Cog, escort zem to ze burrows."
Bembul mutters, "Shells, I need shells."
"And keep a close eye on ze dwarf."
There is silence except the rumbling of the wheelbarrow and Bembul's mumbling. The voices in your head are hard to block out now.
You wonder how tall this rampcase is. Rampcase. Is that a word in Dwarven?
You mind has wandered from etymology to epistemology. How do we know anything at all. What if you are, like, just some character in an elaborate engraving on a wall. Your purpose would be predetermined by the engraver of the engraving. Any effort to shape your future would be pointless as it is already set in literal stone. You would be like a minecart stuck on rails going down an infinite ramp into the abyss...
It has been at least a forty five minutes since you started down the ramp. Bembul starts chanting the word shells.
"Will you shut up about the shells mate. We are nearly to the bottom but you're driving me bonkers." You assume that is Cog speaking.
So to the door on the left over past the ramp. It risks detection via those moving on the ramp but should be the safest area by method of visual examination. It has the least windows and therefore the least chance of being occupied by angry face-kicking dwarves.