Opening the first door with three of you is quick and effortless. You move into the adjoining room and find it is dimly illuminated by light coming through the gate in the SE corner to another room. One of the lizardkin quietly moves over to the door, trying to stay in the shadows, and peers through while the others gather up tools from the tables which are covered with a variety of jars, bowls, stone basins, mallets, and knives.
You stride across the room with Thuxl and upon reaching the far wall verify the door is lock and in good condition. Again you try and force the door but this one is in much better condition and your initial attempt to open it fails, but not without consequences. As you slam into the door to break it open a small blast, from a previously hidden sigil in the center of the door, erupts with a bang, hurling you and the lizardkin back.
Save or take 1 damage[ +- ] Save Tests
These occur when something undesirable happens to your character and are handled just like regular Tests unless otherwise noted by the rules or the Game Master. A failed save will have effects as determined by the GM or the adventure.
At the noise the lizardkin all give upon stealth and the two largest rush the door again as Thuxl presses the token you gave him to the door. This time there is a muffled thud and the door is forced off the top hinge. From within you hear a yelp but Thuxl quickly calls out and explains the situation as the two work to rip the door free and the ladies move to collect eggs.
Meanwhile the scout stationed at the SE corner calls out that guards are coming.

Thuxl
When they open the door we mush enter that room and fight them there. It has a quicker path to the exit and if we can hold them there they will not be able to reach the gardens.
The lizardkin warriors and hunters all line up on the east wall out of sight of the gate while the women speed up their work. From the room to the east (4) you hear footsteps of at least 3-4 people.