Carrach: The south-leading tunnel opens up into a large room. Eight black marble pillars support the ceiling of the hall, each carved to look like gnome warriors and artisans standing on each other's shoulders. You can see a number of bright, golden lights dancing and flickering about the hall aimlessly, frequently changing direction and altitude. A pool dominates the far southern wall.
You turn to Tekk. "Guard this junction till the rest catches up. We don't want to be hit in the flank!" Having said this, you turn to the tunnel's next branch.
This branch leads north into a small room with a dozen cots and small chests. Cobwebs dominate the room and tiny spiders scurry about. Stony rubble covers the floor where the tunnel spills into the room. A sunrod lies on the floor in the middle of the room, it's golden tip casting enough light to make lurid shadows dance upon the walls.