<strong>Hunter and Bree</strong><br/><br/>Bremorel caught up with the rogue on the next floor, once again the chamber identical in layout to the previous but decorated differently. This time around the art depicted various scenery, either serene and peaceful with tranquility pouring from them, or nightmarish hellscapes with jagged black rocks and the crackling fires of pyres over bone-littered fields. Statues of saints, prophets, martyrs and great heroes were placed along the wall with the peaceful-looking scenery, and tapestries and paintings of great villains and evildoers suffering their demise throughout history were placed in front of the horrid, burning landscape.<br/><br/>There was a gate leading upwards again, and a smaller one connecting to the current level of the tower that served as a museum holding relics from saints and heroes of the past.<br/>When the two entered the chamber, the same voice greeted them for the third time: "Gaze within the pool Pilgrim, and see where your path leads you beyond the great veil. Let the sights of your fate drive or caution you on how you live your future. Even in the face of disaster, there is opportunity for renewal. find your resolve, and the path will open for you."<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hall of Fate</div><div class="spoiler_body">The pool works the same as usual, though the girls here don't know that Aleria managed to access and manipulate the one downstairs. <br/>A DC 5 religion/wisdom/intelligence check reveals the artwork to be a generalized depiction of the notion of afterlife, where either rewards or punishment awaited everyone. Though different religions had different ideas what each would be like, this illustration was common sense enough that anyone familiar with the idea would recognize the meaning behind it. <br/>The way to the inquisition level has the same DC 30 barrier that can be bypassed after undertaking the trial.<br/>The warded gate to the rest of this level can be dispelled with DC 20 spellcraft, and word of caution from Yustissa's description of the tower suggests that traps,(many of them magical) are to be expected outside this chamber.</div></div>