<div class="floatright">(http://www.cloister.se/Images/Dungeon_level2_corridor.jpg)</div>Yustissa nodded to the half-elf and took point again, leading the  group through the twisting, uneven tunnels for another hour or so before the surroundings became artificial at last. There were a few more tremors on the way but no further accidents happened. The Lady Paladin was surprised not to have encountered any orcs or other cave-dwelling humanoids the enemy might have positioned down here so far, she expected to come across at least one patrol or guard post. Perhaps Hagan didn't want the beastmen to know about the tunnel?<br/><br/>"This is where the path connects to the catacombs. We are close now, be on your guard." the fiery-maned general warned the others. The party started along an arched hallway with water flowing and occasionally bubbling on both sides of the twenty feet wide stone path framed by support pillars at set intervals. Thick spiderweb covered the ceiling and strands of web were hanging down far enough to be in the way occasionally. By the illumination of the group's light spell the murals adorning the walls were somewhat visible, depicting religous scenes and the start of the beast wars. Yustissa explained to any who didn't know about this history, that it was a keep on the border of West Yranur that was first attacked, and that Saint Lynn and her husband Sir Arthur fell heroicly defending and repelling the attack on the keep, lasting long enough until the kingdom was alerted and reinforcements arrived. The priestess and her husband died fighting side by side, and and were given the highest honors posthumous, the knight holding the title of Royal Protector and his lady becoming a saint to the people.<br/>There are several other scenes depicted, though more than half of the murals are damaged at least partially.<br/><br/>As the group proceeded forward discussing and commenting on the history buried here, obviously a lession that the acolytes taking this path were meant to learn, they soon became alerted by the noise of creaking bones and bodies shambling as well as the smell of death started to become stronger as they got closer to the cypts with each step. Yustissa cast a minor prayer to detect any evil presence and warned the group to be combat ready, as a horde of moving skeletons and rotting corpses approached them from beyond the illuminaiton of their light, grasping sharp bone claws and stiff, cadaverous arms towards the living intruders.<br/>"Beware friends, the fiend has desecrated the crypts!" she yelled as she drew her longsword that flared with magic power in her hand. The undead horde showed little to no reaction and continued to march towards the party.<br/><br/>There were approximately a dozen skeletons and half as many putrid, fleshy zombies in the group, tatters of their clothing hanging from their dead bodies identifying them as members of the religous order in life.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mechanics</div><div class="spoiler_body">Everyone roll for initiative, perception and Fort save vs. inhaled poison (DC:15, 1d3 wisdow damage). If anyone's trained in Knowledge (engineering) they can tell with a DC:20 check that this place wasn't constructed by humans, due to differences in architecture.<br/><br/>Features of the area:<br/>The walkway is 20 feet wide so up to 4 characters can fight next to another.  The pools of cold water at the sides are 5 feet wide and deep and possibly not drinkable. The ceiling is 30 feet high and covered in thick cobweb. The only illumination is provided by the PCs.<br/><br/>Enemies:<br/>13 skeletons and 7 zombies mixed in a large group.</div></div>