Vaun feels his stealth skills are definitely getting better. Garret practices his deception and acting skills by pretending Vaun is more silent than the dogs. Gossip know she is the most quiet, and breys in exultation before Shank shushes her.
Prank lead the group, not sticking close to Garrett, and the group soon comes to a small gove atop a hill side. As you enter the small thicket you realize it hides a small crevice with stairs carved into the stone leading down. Prank indicates the scent she was tracking leads down. After looking around and only finding a few old tracks you tie Gossip and leave Shanks to watch over her before heading down the stairs. The crevice stays open to the sky letting light but the odd twists and turns of crack in the hill make you guess that from above it is almost invisible everywhere but the entrance. After a minute or two your descent ends at a large stone archway cut into the stone. Beyond the archways you see a dimly lit chamber of polished dark stone.
The dark stone has many runes carved into it that look familiar but many of the runes are slightly different while others are totally unfamiliar. From what you can gather it tells that this is the final resting place of some kind of noble and those in his service who choose to join his rest upon their own death. It then goes on to describe their deeds in life. The main large chamber has scraps of grass, brush , and other small signs of life from it former inhabitants. The floor is cut smooth but not polished. The walls are covered in runes telling the stories of those within with a few images carved as well depicting significant scenes. The ceiling is covered with polished tiles that gleam in the lantern light. Two archways lead left and right and at the far end of the main chamber is a set of heavy double doors that are closed.
Entering the chamber you find there are stories of 12 companions, only 9 of whom are laid within. The Noble was a great warrior and he was accompanied by a priestess, who became his wife, a wizard, bard, three scouts, a druid, a warlock, a mighty barbarian, a pair of mystics, a sorcerer, and a knight. The knight, druid, and warlock are not lain within. The stories of each is quite long and the workmanship indicates they had accumulated enough wealth to ensure the craftsmen that built this place for their final rest were of the best quality.
Around the heavy double doors is a message in much simpler script informing you that the heroes of the past ages have lain out their treasures for those bold enough in the future. Entering these doors will take you into a maze of challenges that will lead you to some of the tools they use in their adventures. It explains there are 9 paths within. Each set for a single challenger who can take a reward if they pass the trials.
Take but one item each and use it well for the People. Do not pass the second door to our final rest or face our wrath.