Pyior and Khajom return outside to fetch the rhodin corpse. Several soldiers wrinkle their noses at you as you bring it into the camp. A minor officer inquires as to your intentions and is a bit surprised by Pyior's interest in the anatomy. He eventually just chuckles and suggests that you might use the butchery table...as long as you clean up after yourself. The camp isn't big enough to warrant a full-time butcher, but there is a table and some knives set aside for the purpose near one corner of the camp.
Pyior casts Creature Loresight three time upon the body and learns the following:
1 - species: Rhodin (already known)
2 - name: Gurlathck
3 - class: warrior
4 - means of death: slain in combat (already known)
5 - most recent, basic goal: fleeing (recall, the creature didn't live long enough to even attempt to flee from your group)
Khajom isn't quite able to pry the skull open with his claws, but is quite capable of helping open it with the assorted butchery knives and cleavers. Pyior spends several hours digging through the pulpy tissue and diagramming what he learns.
********************************************
The others follow the map sketched out by Iriana and head upstairs. The upper level is much different from the cavernous main hall - a narrow passage winds around the outside wall and all the rooms are on the interior of the building. There are many arrow slits overlooking the camp, but no true windows.
An unusual feature repeats itself several times through the hallway - a section of wall about 10 inches wide that doesn't match up to the rest of the stonework. In each case, there is a recessed groove in the opposite side of the hall that matches. When you finally enter "your" room, the nature of this feature becomes apparent. Several sections of wall stick into your room, set into runners in such a way that they can be pushed out into the hallways and section it off. This entire level appears to be built around partitioned defense against an invading force.
Your room is large, but quite bare. There are a couple entrances, as well as a stairwell leading up to the roof. Stacked near the stairwell are a few boxes that contain spare bows, crossbows, strings, arrows, and so on. There are a couple thin, musty straw matresses piled in one corner. As there is no natural light source or window in this room, you'll have to provide one or leave open a door to the hall or roof to let in any light.
It's presently early afternoon. Pyior and Khajom will be gone for a couple hours completing their dissection. Are any of you doing anything here aside from resting and/or tending to your gear?