After that, preparations begin in earnest. A half-score of duerger drovers arrive, accompanied by two pairs of big heavy-hauling work-lizards and a handful of wheeled cages, linked together by heavy chains into a kind of makeshift train. The upside of this arrangement is that will enable you to haul a Hell of a lot of new kobold slaves. The downside is that it will make your caravan ponderous and unwieldy at best. Given that you're traveling into the acknowledged territory of an intelligent enemy, the odds of an ambush are so high that you may as well include it as a positive part of your plans. Nymeria therefore ensures forward and rear security--assigning herself to rear-side security in true and typical drow fashion. This leaves you and your compatriots as the heads of the convoy, in charge of reconnaissance--and therefore springing all ambushes.
With preparations complete, you form up and leave the next day, passing through Fey Crossing under the watchful ere of Quellan, House Urbasano's senior mage. Soon you find yourself on the road, leading a ponderous caravan up through a set of inky black tunnels into an area of certain danger. Still, you have a map, and you're not stuck in House Urbasano serving yet more drow. It could be worse.