Silenced Tongues

It can be started once you enter Volunruud and pick up Heddic's Volunruud Notes, or by activating the Elder's Cairn door.

Quick Walkthrough
In brief, the walkthrough for this cavern is:
 * Locate the Ceremonial Weapons
 * Unlock Elder's Chamber
 * Kill Kvenel the Tongue

Walkthrough
When you enter Volunruud, you start in a small cave with passages in several directions. The left-most passage has no enemies, but contains an urn and a treasure chest filled with loot (this is where you meet Amaund Motierre for the Dark Brotherhood quests). The next door leads into a crypt with a few Draugr lying at rest. Continue to follow the path straight down into a winding cavern with another Draugr warrior lurking about. The last room has a boss level Draugr defending it.

This Draugr has the ability to use the Unrelenting Force/Disarm shout and Frost-based destruction magic, making it a challenging opponent. Be aware of the rusted metal plates on the cave floor. Stepping on them causes a metal spike to jut out and stab the player if he/she fails to move away in time.

On the wall, behind the throne the Draugr was sitting on, you will find the Ceremonial Axe. There is also a copy of the skillbook Mace Etiquette on the right-hand side of the throne.

Next, look at the right-side opening in the main cavern. Follow the winding tunnel and you will reach the top of a multi-level room with several Draugr opponents including a Draugr Wight, capable of casting Frost Destruction spells.

Be aware of the swinging door trap in front of the opening to the portion of the room where the Draugr are located. This area narrows into a corridor that can be used to trap the Draugr. The player can step on the trap and move out of the way so it hits the enemy or cast rune spells on the tunnel floor so the enemies trigger it as the run by. If timed properly the player can use a Shout attack to hit multiple targets as they cluster in the tunnel as well.

After you've cleared the room, go through the spiked gate, avoiding the trigger plate, and follow the right tunnel up onto a high catwalk. Go across to the room with an Ancient Nord Helmet on a skull. One Draugr will attack in this room. Continue through the door to pick up the Ceremonial Sword. You will immediately be attacked by two more Draugrs.

With the two Ceremonial weapons in hand, return to the main cavern and turn your attention to the final room at the top of the steps. As you enter, you'll see a large table surrounded by candles. There's a leveled shield on the table and some embalming tools. Open the door on the opposite side of the room and the two ceremonial weapons are taken. Now you can actually open the door to the Elder's Cairn.

Enter this part of the cavern and look right to see a Burned Corpse kneeling in front of a fireplace, clenching a scroll of Ice Storm. Proceed into the next room. If the player looks up there are two Draugr at the top of the room. Suggest killing them or they may drop down off of the bridge and sneak up behind the unsuspecting player. In this room, there is a rhythmic swishing sound which fades to become the sound of Nord chanting, indicating that the words of a Shout are nearby. But that also means there is a strong defender...

Continue down the hall to a narrow passage. At the end, you can see what appears to be a wraith. This boss monster is Kvenel and, depending on your level, equipment and skills he can be a very challenging opponent.

Even with a low archery and sneak skill it's fairly easy to kill him from behind the row of pillars circling the room. Just remember to only fire when hidden and to make sure you can move easily to the other side of the room as soon as you've fired.

There may be a skeleton back at the entrance after defeating Kvenel the Tongue.

Bugs

 * In the room with the swinging spiked gate, a pot can trigger the gate and it will remain stuck, blocking your path. (You can get past, but it's tricky. In that room you go to the upper level and on the right side of the room there is some very small ledges. With some well times jumps you can make your way across.) (shout - whirlwind sprint with a jump right at the end will get you across)
 * You may rarely be unable to pick up one or both of the ceremonial weapons needed to advance the quest, despite it being highlighted with a quest arrow. Can be fixed by reloading an autosave, or leaving and rentering Volunruud. Alternatively, you may be able to knock the weapon free by placing a rune on top of the weapon, then triggering the rune. Using Unrelenting Force may also work to fix the bug.
 * You might not be able to start the quest if you explore Volunruud before reading the notes. Attempting to open the Elder's Cairn Door, even with both Ceremonial Weapons, will inform the player that "You lack the required item."
 * You may solve this bug typing in the " console player.additem ID 1 the ID is 0008adfb for the axe and 0008adfc for the sword and after getting both itens, the buged one this way, type setstage dunVolunruudQST 20 and the bug will be solved.
 * May be a bug with putting in one weapon when you don't have the other. Putting in the sword first, then getting the axe and putting it in, made the door inoperable (Doesn't always occur, in a different instance the door opened normally after first placing the sword before obtaining the axe)
 * Another possible way to enter the Elder's Cairn is to use the console command coc Volunruud02. This will teleport you to just after the door.