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Two statues frame the doorway, appearing to be smaller versions of the giant statues in the canyon - armored warriors with shields and swords.
As you enter the open doorway, you notice there is a stone basin immediately inside the entrance, which contains water. A series of spigots circles the top of the basin, each dribbling water.
To your left the hallway ends abruptly, and there is a hole in the floor that open into darkness below. It appears that something has used the hole in the past, as the east edge is worn smoother than the other edges.
To your right the hallway runs approximately 30 feet and then turns south.

Fener |

Fener takes the potiion and coins from the ogre.
He wont be needing these
Fener after viewing the basin. move over to the hole and study's the worn edges and looks for tracks.
perception: 1d20 + 9 ⇒ (10) + 9 = 19
survival: 1d20 + 12 ⇒ (16) + 12 = 28

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Gezzo Wrathforge |

Gezzo takes the waterskin from the ogre and pours out the contents. He takes the now empty skin and an empty potion flask from his bags to the basin to be filled with the holy water.
Looking around, he tries to recognize any religious significance of this place.
Knowledge(Religion): 1d20 + 7 ⇒ (13) + 7 = 20
If my math is correct, that should drain the basin.

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Your examination of the hole in the floor reveals that it appears to have been purposely man-made. You detect a faint current of air rising from the hole, and it emits an unusual, barely detectable odor, something of an acrid chemical nature.

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Imowen cautiously opens the door and reveals a strange, small room. There are numerous markings and symbols painted on the floor. Two doors lead from this room, one to the south, and one to the east. Celif recognizes some of the markings as being the unholy symbol of Saklas, the Lord of Chaos.
The Map Is Updated.

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Fener lowers his lighted rope down the hole. After passing down through approximately 20 feet of rock, the hole opens at the other end to some sort of larger space. Below the hole you can see part of a large metal tank with a glass top that appears to hold a dark green liquid. A number of pipes and hoses are attached to the tank, and the liquid appears to be circulating.

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Celif (examining the floor symblos): Ugh! How awful! We must do something to get rid of this desecration!

Fener |

Fener pulls up the rope hoping no one below noticed.
He goes back to the group and says.
Hey, that hole down there is strange. It goes down about 20 ft and there is a tank full of some sort of green liquid. The stuff smells strange, not natural.

Gezzo Wrathforge |

Gezzo walks over to Imowen with the waterskin. He looks around the room with disgust carefully checking for traps or items of significance. He tries to identify the identity of the symbols and their meaning.
Perception: 1d20 + 15 ⇒ (8) + 15 = 23
Knowledge(Religion): 1d20 + 7 ⇒ (4) + 7 = 11

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Imowen Aroudilee |

I take the waterskin from Gezzo and say, Thank you, Gezzo. I am not sure if he heard me or not.
I then uncork the waterskin and proceed to pour the Holy Water all over the painted symbols desecrating the floor, making sure to cover all of the markings completely. Then I wait to see what happens.

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Imowen pours the Holy Water over the unholy markings on the floor. As she does so, you witness the clash of opposing powers - positive and negative energies collide, and the markings seem to undulate and pulse as they are distorted by the water. The markings become runny and come undone, and soon the floor lies wet, but cleansed.

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Thorgrim and Nastrod approach the south door, and Thorgrim gives it a kick. Amazingly, the door is not locked or latched! The door swings open with a loud BANG! They immediately feel a wave of evil wash over them, pouring out of the room through the doorway!
The room is unusual, being diamond-shaped with four square vaults along the sides. Rubble is strewn in places around the floor, and beside each vault a figure stands. They resemble the Beastmen, each a mixture of humanoid and animals, a hideous conglomeration of someone combining various parts to create new creatures.
The figures seem not to react to the noise of the door being violently opened, but one by one they turn their heads and stare at you...and you start to experience the odor of dry, rotting flesh. Pieces of bone are visible through wasted and necrotic musculature. Then...as one...they extend clawed appendages at the end of their misshapen limbs, and start toward you!
> > > Roll For Initiative! < < <

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Please see my post above, i stated that I walked back to the group. I did not state where exactly but intent was to be close to the group as they were entering the desecrated room. M16/17 ish. sorry I didn't call out coordinates.
If you don't provide an exact map coordinate, I have no way to precisely position your character. I have placed you at M-17.