A scream of agony is ripped from Freakachu’s throat as he channels psychic energy through his aberrant mark. The door is unlocked and our heroes open it. Across this dark chamber, faint images float gently through the air. Each appears to convey some scene, like a memory viewed through a crystal ball. A raised dais on the far wall is the only feature of the chamber.
Upon the dais is an ornately carved marble sarcophagus covered with strange runes and images of humans and hideous creatures locked in deadly battle.
Our heroes, sensing no immediate danger, realize they have an opportunity for some extended rest.