Krunsh action 1: Recruit a rust monster.  Roll is 22.  If I can get an advanced rust monster, so much the better.<br/>Krunsh action 2: Recruit a wraith.  Roll is 20.<br/>Krunsh action 3: Plan a new hallway leading from the bottom-center of the currently bottom-most room.  It should do a bit of unnecessary winding but end up pretty far to the left (within the dungeon design limits) and a bit downwards.<br/>Fangy McFangfang: Occupies the first two rooms.  He gets the noble girl.  If help is needed digging, and if he can actually be persuaded into doing it, he does that.<br/>Ogres: Dig, with a side order of helping Gumtax if lifting is an issue.<br/>Gumtax: Plan a trap on the inside entrance of the (currently) bottom-most room.  Ideally, something that's hard to bypass when the boss fight is rushing you.  I'm thinking something with tripwires that spray acid<em>behind</em>the person tripping them, on the assumption that a loner would never have made it so far into the dungeon anyway.<br/>Kobold scout: Guard duty, I guess.  (Do we have spare alchemist's fire?)<br/><br/>(The way I see it, anything that would make a group of players think their DM is an asshole = valuable strategy for us.)