When the group finally left the dig-site cavern and moved eastward down the steep slope into the "grotto" with its petrified Treants, Ironthorn stood in front of his dead "father-uncles" and bowed his leafy head.
Moving on, the group descended another steep slope, past a pool of mineral-rich water that Shamal had purified while the group had rested here. They continued, finally leaving the caverns for a stone-walled Vault. As Torhak stepped onto its flattened, stonework floor, magical glass embedded in the walls began to glow, lighting the room.
The large Vault's irregularly shaped walls were hung with various "trophies" - bones, corpses that were partially mummified or stuffed by taxidermy, the weapons and armor of fallen foes. There was a stuffed warrior centaur, posed in a mockery of battle, still clutching his spear. But the thing that stood out the most (not least because it was illuminated by the brightest beam of light from the glowing glass) was an enormous dragon skull, carved with runes and set upon a grand marble plinth.
That was the most obvious and present thing in the room, but the group took note of other important factors: Three exits, other than where they'd entered. Two in the eastern wall, and one to the south-west. In spite of the light, the latter exit was shrouded in a gray, shifting haze.
NOTES: 1) Dragon Skull. 2) Back to the Grotto. 3) Closest Eastern Exit. 4) Furthest Eastern Exit. 5) Shrouded South-Western Exit.
Scamp pads into the trophy room, sniffs the Dragon skull and shakes his head. Urgan enters, still uncertain about Valendra's instructions but willing to trust her. "Hmph. This is where the kobolds didn't want us to go. If her instructions were right..." he begins, not naming her, and trusting everyone will know who he means, "... the room with the scrying pool is at the end, to the Southwest. There will be guards. I suggest we deal with them, now." He is not speaking loudly. Possibly they could make enough noise that would draw one or both of the promised mercenaries to this room, but he is not certain that dealing with them hear and leaving those at a scrying pool extra time makes sense.
Scamp pads down to the end of the room, staying in shadows if possible. "<<What do you see, pal?>> Urgan asks him telepathically.
He has no intention of touching everything. Were he at leisure, he would inspect this place, detecting magic if there were any, but now is not the time.
OOC:
Assuming Scamp presents no warning (he will back away if he thinks he might be seen), and assuming others will go, Urgan will head down to the Southwest.
then he takes out the Sending Stones to make sure the others know what is going on.
@Neurotic@Steve Gorak Truce with Kobolds, Chief Urbone, Truce with Arcane Brotherhood, Valendra and Morrow. Don't attack the alchemist Isaak. Statues of Bhal cursed.
By the time he's done that, he realizes a few of his wounds were mere scratches.
Aywin hears the update in his head. He frowns, cursed, there must be a way to warn Shade 9. He responds: Teleporter in cave-lake disabled, truce with lizardfolks, we're next to the elvish obelisk and are retrieving one statue.
He then recounts the message to Copper and Stryke. "Does you have a way to communicate with Shade9?"
If the answer is no, he jumps to the others and ask them.
OOC:
Sorry about the if/then situation.
If he needs to jump, he'll do so and go from v33 to R30