Changed my pocket money to 1500 and added my potions, sorry for the delay!
Myrna is ready to go, but she had forgotten that the demon that was with them couldn't teleport away in addition to teleporting to Drezen. She grumbles. "We could also just go without her," she adds. "Rue, not that I don't appreciate your willingness to fight alongside us, but I do think we could do this without you. It might be best for us to decide on a meeting place outside of the Sword's radius to gather at once we're done with cleansing my clan barrow-mounds."
"Perhaps the menhir temple?" she suggests. "There are druids who live there now, right? So it should be fairly hospitable, and not full of demons."
Swapping kill the wounded for defensive shell. Otherwise keeping everything the same. Myrna starts the day in Silver Crane Waltz.
Myrna wakes pretty late, scrounges in her pantry for some potatoes to fry, spends about fifteen minutes putting on her full plate and strapping on everything that needs to be strapped on. Then she goes out into her yard and practices katas with her new hammer.
Sufficiently warmed up and dressed, she heads into the town commercial center. She's hoping she can find an alchemist equipped with potions she might need to fight flying foes, and also that doing so won't make her so late to the meeting at the menhir.
Myrna wants to search for two potions of fly. She's got 3k on her person that she can use to pay for it. Then she'll head to the meetup.
Myrna enters the Archdruid and Hinagiku's home gingerly, her size giving her discomfort in the cramped space and her deep admiration for the spiritual leader of her people filling her with discomfort over being personally invited into his home. Still, she finds a root to sit on and listens to Hinagiku's news with care.
"Wow, congratulations!" she responds with a great smile and a literal clap. "A child is a positive omen. You're a strong fighter, but we can finish the battle on your behalf. It helps me to have something to motivate me -- something to fight for. The future."
The weight of exhaustion is heavy on Myrna, but even when exhausted she is still strong. After a long exhale with her hands on her knees, she takes a long inhale and stands back up. She runs a hand through her spiky, oily hair and checks out the result of the ritual. They had just given Paradise Hill a guardian that could hardly be matched. She was proud and happy.
To Li'an, she answers, "Yes, we are going back to Storasta tomorrow. We may have vanquished Vang, but I still want to cleanse the Riversoar burial mounds."
"We won't be staying there long, though. We discovered that a powerful artifact that could be the key to closing the Worldwound might be hidden in Undarin."
She reviews her companions again. "Before we leave, we should all acquire a disguise that we can use to fit into a tiefling Kellid city. And whatever you need to adventure further, make sure you get before we leave again. We should all get some rest first, though. When can you all meet at the menhir?"
When it becomes time to go, Myrna pulls her drums back out and sits back down. After a brief countdown she starts rapping out a gentle rhythm. Then she adds a sonorant soft lulluby that her grandmothers had taught her long ago.
"Huna blentyn ar fy mynwes,
Clyd a chynnes ydyw hon;
Breichiau mam sy'n dynn amdanat,
Cariad mam sy dan fy mron;
Ni chaiff dim amharu'th gyntun,
Ni wna undyn â thi gam;
Huna'n dawel, annwyl blentyn,
Huna'n fwyn ar fron dy fam."
When it comes time to actually do the ritual, Myrna puts her stuff back into her bag. She takes a final little sip from her mead-horn. She's been drinking for hours now, but she's barely a little tipsy. She stands and offers her help to the ritual-performers.
"I'm happy to play and sing throughout the ritual to ensure it maintains its thread," she offers. "And here, let me use some of my magic to help out."
Then she enchants herself and the Archdruid with her magic to boost their chances of concluding the ritual.
Myrna uses Spell Kenning to cast mythic heroism on the Archdruid. Then she uses her last 2nd-level spell slot to cast heroism on herself.
Myrna guesses she hurried a little too much. She was the first to the Heartwood tree. Well, it was probably more important for her to meet with the Archdruid than it was rush home and jump in bed, so she decides it's a good time to hurry up and wait.
It was a sacred space here, which Myrna has some complicated thoughts about. As a Crusader, she sometimes felt separated from her people. She still deeply respected traditional Sarkorian ideals of reverence for nature, honor, strength, and family, but her every day life was full of Southerners and Southern ways of organization.
So she doesn't know exactly how to engage with her home.
She just picks a spot near the tree, a spot under the beautiful foliage with some nice grass to sit on. She unloads her bags on the ground, pulling out her bedroll and blanket from her haversack and rolling out a comfortable place to sit or lay while she waits. She doesn't pack much to entertain herself with when there's a bit of downtime, but she pulls out her drum set and her drinking horn. Now it was just time to hang out until the others showed up.
Myrna nods seriously. "Well, we have the best chances of healing her if we update everyone and give the night to prepare for it. If the clerics that are already here have failed, that means it's serious and probably requires rare or multiple magics."
She didn't realize that Aurelia would get upset over her master being referred to as such, but she still touches her forehead in a gesture of apology. "I'm sorry for having offended you, anrhydeddu un. I'll be taking my leave. I will bring all healing we have access to for Li'an after we finish the ritual for the hamadryad."
With Irabeth's permission, she shoulders the now-empty giant's bag and heads out of the Citadel, going back to Paradise Hill to check with the others.
To Irabeth's questions about Iverri, Myrna doesn't have much to comment. She just shrugs and says, "The Archdruid turned her into a lizard."
Myrna frowns with consternation at the idea that Li'an was struck with a curse much worse than that of an oracle. "I'm sorry to hear that she's in pain," she mutters. Li'an had been a stalwart companion, and mysterious curses striking down the Crusade's powerful artillery wasn't good for business. "Is there anything that can be done? You know we are powerful. We can remove curses."
Myrna feels somewhat busy. She had done her due diligence in reporting to the Lord-Commander, she had found their treasure a safe place. She wanted to get out of her armor and rest, but she also felt responsible for checking in with the Archdruid at least one more time before doing that. Just in case he needed anything for the ritual with the hamadryad. Maybe she would even stick around and watch.
She turns from Aurelia to Irabeth. "Lord-Commander, unless you need anything more, may I be dismissed?" Back to Aurelia, she adds, "You're free to come with me, if you're not going back to give your master the news. I'm going to the Heartwood grove to check in with the Archdruid."
Myrna's eyebrows raise when Aurelia and Li'an come in. She wasn't sure they were going to see each other again, after Li'an had suddenly sickened and disappeared on their last adventure. "Oh, Li'an. It's good you're here, Unafe was worried about you. What happened to you?"
Remembering the situation, she pats the closest chest with a meaty slap of her huge hand. "Look at all this treasure we took from the Templar base! We managed to defeat Vang. We're just back for the night, then we're headed back to Storasta tomorrow."
"The Archdruid is going to lead a ritual soon at the Heartwood altar. We met a hamadryad in the wilds and brought it home for an atonement. If you want to see the others."
Myrna removes the carpet of flying from the bag, re-rolls it for security, and slides it into the main pocket of her haversack. Then she cracks her knuckles, rolls her shoulders, and spends a few minutes hauling the contents of the messenger bag out and into Irabeth's war room.
It was a mess, but what were they going to do, chastise her for filling the room with treasure?
Meanwhile she listens to Irabeth's reports on the situation. She grunts "Great, easy," when Irabeth tells her she can access the treasure anytime by coming back.
The intelligence on Undarin was vital, and she knows its value. She takes the folder of old reports and maps. She makes a mental note to get all those plans to Beatrix, who would definitely look after it. She considers for a moment making Beatrix her pack-mule by giving her custody of the magic bag full of magic stuff.
She returns her focus to Irabeth, responding with 'hmms' and nods of assent.
Checking out the map, she muses, "If we approach from the west, we should be able to find a place to stay and some contacts to draw information from pretty easily. I think you're right, a few easy modifications and I can walk around, but..." she hesitates, thinking of her companions, especially the Archdruid and Clan-Liege Unafe. "Some of us are going to have to do some serious dressing down."
She frowns, remembering Beatrix and her obligate holy symbol. Maybe they could just hide it. It would be fine if she didn't use any magic.
"It's good intel, Lord-Commander." she says deferentially. "I'll get this to the rest of the squad and we'll come up with a plan to infiltrate Undarin. When we come back from that one, I bet I'll have some really good stuff for you."
She's a bit informal given the rank structure but her enthusiasm seems to sell it. Mostly.
Irabeth's approval gives Myrna pride. They had accomplished a lot recently, destroying decisive agents on the side of the demons. And now they were talking about infiltrating the very heart of demon territory.
"We'll make sure to have an escape plan and plans for safe shelter before we leave," offers Myrna, when Irabeth voices her caution about Undarin. "I know that it's the heart of demon territory. We're still not certain how we're getting there or what our plan is. We'll probably return to Drezen after one more foray in Storasta. We'll decide the plan then."
With the bag on the floor, she reaches inside to grab something. After a bit of rummaging, she comes out with a treasure chest full of gold. Then she rummages around a little more and tosses out a couple of random books: the Arcaeneaum Malefacticus and Devil Summoning and You: A Friendly Guide. "Templar treasure," she reports.
"We have hundreds of pounds of gold, silver, and books in here. I was hoping you'd help me find the right place to put them. I'm expecting we'll find more big, heavy stuff we want to take home with us later, so..."
"There's no room in my cabin for all these books or these chests of treasure. Can we store our gold in the castle? Is there a good place for texts on conjuration?"
Myrna comes into the office and drops the Witch's Ledger with the Animate Dead victims in it onto the table. Then she unshoulders her giant's bag. She looks the Lord-Commander seriously in the eye. "We did," she says with a nod. "We went to the Ivory Sanctum, where we fought and defeated the Templar, but Vang was able to escape."
"Evidence in the Sanctum pointed us to Storasta. Apparently, Vang was trying to achieve godhood and searching for an item called the Lexicon of Paradox that he thought would help him achieve it."
She continues her report, bringing the Lord-Commander up to the present in a brief and succinct way. "We were able to hunt Vang down and defeat him, but there's still more to do. We think the Lexicon of Paradox contains knowledge that we can use to close the rift itself, so we're planning a trip to Undarin to chase after it."
"We came back because it was easy, and because we found a couple of new friends while in Storasta. We'll be heading out again in the morning, and I'm not sure how long we'll be gone for. Could be a day, could be longer."
She points to the tome on the table. "This has some names of some confirmed dead. Maybe we can find some heralds to make sure the next of kin are informed."
Myrna hefts her bag and makes to leave. "Like I said, I'll go report to Irabeth and find a place to store these chests of gold while you all do your ritual. I'm afraid I won't be of much use doing druidic magic. I'll come back to check on you all when I'm done."
"Beatrix can stay to keep an eye on Iverri and help with the magic," she adds.
Then, with a wave and a "See ya in a few!" she walks off towards Citadel Drezen.
Myrna is relieved to be back in Drezen. The trip through the Ivory Labyrinth and Storasta had been something of a horror show, showing Myrna a view of today's Sarkoris as something very dark and terrible. Right now Drezen felt like the only place in the world that really made sense to Myrna. Kellid, strong, high, and fully engaged with the Wound.
She was glad they had found Eleri, and had brought her with. More allies were always useful, and this one was from home! Myrna always appreciates running into a hometown baddie who left the hometown and joined the fight.
She doesn't quite relax, but she so looks forward to doing so in her own bed tonight. She'd rise early for sure, but it's extra stress relief to sleep in your own house. First though, there were some errands. She turns to her squad, listening to Sana's ideas about researching the nature of her ancestor spirits and the Archdruid's suggestion to talk to command.
"I'll report to Commander Tirabade," she suggests, "Before I find a place to store these chests of treasure and library of books," she adds, hefting the ice giant's shoulder bag full of Templar treasure.
"I'm not sure about all that spirit stuff, though. I guess I should have asked my grandmothers for more details..." she adds, scratching behind her ear self-consciously. "Maybe I should look into that?"
Myrna shakes her head in answer to Eleri. "No, now I think we go to Drezen. The Archdruid is able to transport people through the ley, and the ley is especially strong here, which means we can transport ourselves directly to the ley node outside of the city."
She looks down at the smaller tiefling druid. "Is it okay with you, to be transported to Drezen? It's relatively safe there, and I'm sure I can help you with whatever you're trying to do once we arrive. We can arrange transportation elsewhere, for instance."
"We'll come back to deal with the Barrowmounds later, or tomorrow."
Myrna looks up when Yui flies back and re-appears. She was expecting the nogitsune necromancer to retrieve the item alone. "Oh, did you need backup? Alright. I'll go with you. I think I even have a shovel in my bag..." she mutters, putting her weapon and shield away to dig through her haversack's main pocket for her camping supplies.
She'll follow Yui back to the hiding place so she can help dig up the items.
Myrna shrugs, a little disaffected. Though she had tutored under her grandmothers for years, she wasn't fully bought in to all their mysticism. As far as she was concerned, she was doing what she was told. "I don't know what waits for us in the barrow-mounds," she tells Sana, "But I know that if we don't go there and cleanse them, my grandmothers, and all our descendants forever, may lose access to their powers."
"If I have to guess, we'll face either a demon or a corrupted ancestor or guardian spirit," she adds, "But whatever we face may be capable of anything."
Myrna nods, glad to hear a promise from Iverri and psychic proof about Eleri. She's sure that most of the group should return to Drezen, and that it's the best place to drop off Eleri. But the Archdruid raises a good point about Rue.
"Do you have the power to take us to a different location, a safe one anywhere?" she asks. "I can stay with Rue to make sure we meet up again effectively."
She hefts the giant shoulder bag full of chests of treasure. "It's just that someone should probably take this and empty out all the chests while you're there."
Myrna only has to think for a few moments, once she learns that the Archdruid can convey them to Drezen directly from here.
First she replies to Eleri, "We were here for a few reasons, but the reason we are still here is because the barrow mounds of my ancestors have been corrupted, and it threatens my grandmothers' source of magic."
She nods somewhat decisively. "We should return to Drezen for today."
"We have to bring Eleri to safety anyway, and if we must visit an uncorrupted grove to help this dryad, then I can't think of a better option than the Heartwood grove."
"But," she mutters, turning towards the captive dryad-lizard. "We'll need her to agree, first. We can't bring her to Drezen if she's going to be a liability." Turning back to her companions, she asks, "Can we restore her form, if we manage to restore her spirit?"
She approaches Unafe and the lizard-dryad. She leans in to get eye-to-eye with her. "Do you even want to be saved?" she asks. "We're talking about taking you to a sacred, uncorrupted grove, and restoring your true bond to the land. Is that something you want? Will you betray us if we bring you home with us?"
Seeing that their battle was over, Myrna relaxes. She collects her hammer and prepares to... help out completing a magic ritual? "Do we have time to spare for this?" she wonders out loud. "Hey Rue, would you keep an eye out for demons?"
Myrna's eyes flash with a spell as she looks down at Eleri. While she trusted the druid from home, the Abyss was full of tricks, and she wanted to make sure she knew who she was dealing with now that things were calmed down and safe. She casts psychic reading to look into Eleri's aura, trying to determine if it was for sure really her.
Then she prepares herself. Maybe she could go to the grove and help search for these ingredients? "Archdruid, do you want help preparing your ritual?"
This roll earns me seven pieces of information. Please supply Eleri's alignment, class, place of origin, race or ethnicity, religion, training in a Craft, Perform, or Profession skill, and her age.
Following up, Myrna continues to drink her potions to restore her health. She was pretty badly wounded by the leshies earlier, and also just isn't quick enough to keep up with the escaping dryad -- not particularly concerned with catching up and doing something about her. She wanted to be ready to get going the second they could instead.
Cure Moderate:2d8 + 3 ⇒ (7, 3) + 3 = 13
After quaffing the potion, she bends down to help Eleri back up to her feet. "You okay, Eleri?" she asks. "You should probably stay with us for now. What are you doing here?"
Knowing that there isn't much to do now besides crush this hamadryad so that they could get moving again, Myrna shifts around the group so she can reach the grappled fey creature. "Let's finish this!" she cries, as she brings her hammer down.
With the situation basically handled, but with time still pressing, Myrna drops her hammer to free a hand, pulls a potion from the side pocket of her haversack, pops the cork, and drinks the potion. She sighs with relief as the potion's healing magic does its work, but she's still pretty badly hurt.
Seeing that her compatriots had made it to safety, Myrna wills herself into Amber's light, transporting herself with a flash across the battlefield to the rogue's side. Knowing that she has to heal, Myrna puts her hammer back on her belt to free up a hand for potions.
"Everyone okay?" she asks. "Give me a second and I'll be ready to get going. Should I go grab Beatrix? She just might be able to make it across the river on her own."
Myrna spends 1 MP as an immediate action on Absorb Blow, so she reduces the damage taken by 20, and then increases her DR by 1 for every 10 damage she deflects. Her DR increases to 3, so she takes 3 damage. MA: Myrna teleports to Sana. MA: Myrna puts away her hammer.
Surrounded by enemies, Myrna unleashes a tirade of flaming barbs with her voice, hoping to shock them back long enough that the others could escape and then she could escape. Not trying to kill them, just trying to slow them down a little bit.
SA: Cast blistering invective. If the Intimidate check is successful, enemies within 30ft must make a DC 17 Reflex save or catch fire. They are also shaken, and they take fire damage. SwA: Change stances to Silver Crane Waltz for the +3 to AC. FA: Berserk to gain 11 THP.
Athletics (big, heroism):1d20 + 21 + 1 + 2 ⇒ (20) + 21 + 1 + 2 = 44Horizontal jump DC is equal to the number of feet launched, so Myrna jumps horizontally 40 feet and vertically 10 feet.
Seeing the Archdruid and Eleri still menaced by the mushroom creatures, Myrna makes a split-second decision to rush the river and jump across. She bears her full plate with ease as she dashes towards the bank, tenses, and makes a heroic forty-foot leap to the other side of the river. She positions herself between the Archdruid and the fungal creatures, hoping to ward them off for long enough to get away safely.
FA: Berserk, to gain 11 THP. two MAs: Double move and jump across the river.
With limited mobility and in a riverine canyon, Myrna uses Amber to teleport across the battlefield. When she sees the scene before her, she calls out, "Eleri! How'd you get over there?"
"We're here to help. Leave her alone, corrupted plant creatures!" Then she casts a spell, summoning a scintillating illusion of rainbow patterns around the plant creatures. She was hoping to distract them, if only for a moment, from their cruel assault so that Unafe could airlift the woman out of there.
Initiative:1d20 + 2 ⇒ (18) + 2 = 20
Myrna uses a move action to follow Sana and then uses rainbow pattern, targeting the fungal creatures. They must make a DC 19 Will save or be fascinated.
The spell targets the lowest HD creatures first, up to a maximum of 24 HD of creatures.
Myrna nods, shrinking back down to Medium size for stealth and convenience. "I agree."
She turns to look at Sana and Rue's handiwork for a few moments, smiling. "It won't take long for it to be desecrated again, but it's nice to add a little beauty into this world."
Myrna nods, satisfied. "A third of a mile isn't far. We can go as soon as we're ready here. I still have lots to spare."
She thanks Alase for being there and helping them, and then turns back below to see if Yui found anything useful among Vang's belongings. Rods, staves, robes, and scrolls weren't useful for her, but the ring interested her. "May I take that?" she asks. "Better on my finger than left here."
"We don't have far to go to the Riversoar barrow mounds," she adds. "Are we ready to head out? There's nothing else for us here, I think."
Myrna exhales, surprised by how smoothly and crushingly the battle had gone. They had chased him into his last hole, going all the way even to Storasta to hunt down the worm-that-walks.
She was glad he was dead. No replacement would readily appear to take his place, but she was also sure that killing Xanthir Vang might be something that attracted the attention of the powers-that-be in the area.
She puts her hammer away and pumps a fist, celebrating. "Alright, we did it!"
"We don't wanna stay too long in this hole, but I'm sure it's long enough to go through his stuff."
"Have we figured out how to reach the Riversoar family mounds yet? Or how we're going to get out of here, once we're done?" She turns to Alase to ask the Widowknife clan leader. "You're our guide. Do you know the way?"
Myrna continues to sing and percuss, knowing that Vang was close to his end. Wanting to do her part in destroying the wizard once and for all, she leaves the taunting to her allies and just brings the hammer down on the wizard, summoning the power of righteousness around her hammer to finally deal with him.
Seeing that it is close for Vang, and knowing that her allies are, mostly, the ones who are able to kill him, Myrna begins her song, also imbuing it with the power of words of hope, filling her allies with righteous fury and also supernatural faith.
SA: Spend 1 MP to use Words of Hope. For 2 rounds, all allies get one floating d20 that they can use each round to make a re-roll. MA: Start raging song. Allies that accept gain 22 THP, +2 to hit and damage, +3 morale to Will saves, and access to Myrna's silver crane maneuevers.
Myrna has cold resist 5 and DR 1/-, so she actually takes 6 points of damage from the shadow demon.
Unable to see Vang, and with her allies able to focus on the worm, Myrna decides to leave Vang to them for a moment and simply finish off his summon. Those these creatures had their limits, it could introduce unwanted complications to the battle, and reducing it to ectoplasm would make focusing on Vang that much easier for the rest of her companions. Emboldened by the swiftness brought by haste, Myrna swings again and again with her hammer of cosmic sundering.
With the way ahead opened, Myrna rushes ahead, jumping down to the chapel floor and then diving into the trapdoor. She sees Vang standing there before her and she rushes towards it. Her hammer glows with arcane and divine power together, and she swings it around with great speed in order to destroy the shadow demon before her, blocking the way to Vang.
"Hello!" she cries, "I'm here!"
Attack vs. Demon (Haste, Heroism, Squeezing):1d20 + 17 + 1 + 2 - 4 ⇒ (8) + 17 + 1 + 2 - 4 = 24 Damage (Big Arms, Exorcism Strike):3d6 + 9 + 1d6 + 6d6 ⇒ (1, 3, 5) + 9 + (3) + (6, 5, 3, 4, 3, 6) = 48If this attack hits, the demon makes a DC 17 Fortitude save to avoid being dazed for 1 round.
SwA: Arcane Bond to activate keen on Myrna's hammer. MA: Move into the basement. SA: Exorcism Strike the shadow demon.
Rather than running all the way back around the building, Myrna decides that she's just going to climb the chapel up to its roof so that she can drop down through the hole.
Her powerful arms pull her up to the roof pretty easily, and once there she looks down towards towards Sana for confirmation that it's okay to jump down to the floor below. If she wasn't about to jump into a magical trap, that is.
"I like the old-fashioned way, myself," she responds, leaning on a broken beam and squinting down into the darkness. "Though I probably don't want to be the one summoning a horse."
Myrna expands, growing her signature horns and changing her skin. She shifts stances to protect herself despite the reduced mobility from her larger size. Then, leaving the nabasus in Unafe's grasp to the tender care of her saurian companion, she takes off after Beatrix, intent on protecting her lieutenant while she gathered the attention of the other two nabasus.
SA: Become Large-size (reduces AC and Reflex by 1). SwA: Activate Silver Crane Waltz (increases AC and Reflex by 3, as well as initiative by 5) -- new AC 32, new Reflex +9. MA: Move to indicated position.
Already enchanted by heroism, Myrna is about as ready as she thinks she'll ever be. Quickly she drops her turtle shield of rushing waters and her hammer of cosmic sundering into her hands and then rushes into the breach, appearing beside her Lieutenant, scanning the horizon for threats. She sees the nabasus waiting for them and readies for battle.
While the others fly off, Myrna waits behind with Alase, the Archdruid, and Lieutenant Medici. Growing more used to waiting by the day, she paces only moderately. While they wait, she enchants herself with heroism, knowing that it would be far less than an hour before they were going to be fighting the demons.
Of course, Myrna still didn't have a swarmbane clasp, which meant that there was little she could do against the worm that walks that they were here to pursue. But she could at least destroy his cultists, guards, and the nabasus that were around.
Not sure exactly how telepathy works, she tries to think towards Rue. "When do we get to crack some skulls?"
She also kind of shrugs. "We also could just uh, summon him out, you know? We could come out and challenge him to a fight. We already know we can beat him, don't we? We're fully rested, and what allies could he have that he didn't have yesterday?"
"We don't necessarily have to get through all his defenses. Do we?"
She considers for a few moments. "Well, being really loud could attract some unwanted attention... but Beatrix could send him a sending."
Myrna gives a little shrug. She's down for anything, and she knows they have to move quickly against Vang. "Sure, that sounds fine. Who's going to carry us while we fly?"
Seeing the signal, Myrna casts a quick spell before she goes through the lantern after the Archdruid and Hinagiku, appearing beside the others soon enough to hear them discussing whether someone might scout.
"If we're hoping to gain information before we go on, I agree we should scout without the whole group," she offers, "But don't take too long about it. We have lots that we need to do while we're here, and our spells don't last forever."
Myrna casts heroism and feather step on herself, both duration 100 minutes.
Myrna sits with the Archdruid on the ground to wait for their companions to finish their scouting mission. She isn't as patient as her companion is, and fidgets somewhat unhappily while she sits.
Myrna hums for a moment, and then sits down and pulls out her scrying mirror. "Well, if we're ever going to get to my clan's barrow mounds, I suppose there's no better time to start than now."
She looks around to check with everyone that they're okay waiting in this barrow for another hour before she begins to cast scrying. "If anyone wants to double up with me to increase our chances, that might be a good idea," she offers. Otherwise, she begins to cast, the spell clouding the scrying mirror in anticipation of the worm wizard's image appearing in the glass.
Myrna begins to cast scrying on Vang. I believe we have his stuff, his likeness, and we know him well.