Jon's plan seems agreeable, so the party leaves the kitchen and its troubles behind. Passing by the tunneled entrance to the strange forest room, the group backtracks west to the room where they were ambushed by the pair of skulks. The skulk that Remen cut down still lies on the ground here. From there, it's a short way back through the mask room with its disconcerting noises, and down the west hall to the 'Z' door.
After carefully examining the situation, Flannad takes out the rod-shaped key, and, locating a tiny diamond-shaped slot in the frame of the gear door, he holds his breath and inserts the key.
To everyone's great delight, no traps or other hazards manifest themselves. Instead, the gear door simply rolls to the side within its stone frame, making a soft scraping noise as it does so. The circular opening it leaves reveals the room within.
The 20x20 chamber's furnishings - three small cots, a small table, and a dresser - have been smashed to flinders, the wreckage strewn across the floor. A lonely chain hangs from the center of the ten-foot-high ceiling, and a lantern lies smashed in one corner.
Actions? (Note that on the map I've place a red 'x' indicating the party's general position, and three yellow arrows showing unexplored routes.)