Gar checks and the door isn't locked. He manages to hear some shuffling and a clicking noise on the other side. Thruffgar takes the lead and opens the door to the next room. Though dirty, this room is still in good condition. Carved stone pillars support the arching roof. This was clearly the keep's chapel. At the back wall is a stone block, once an altar. The fine Carvings on its base are nothing but chipped scars now. Even so, the altar still seems like it is a thing of peace and strength. There is a door at the southern part of the room, which would probably make it the door to the other tower. A second door lies to the South western corner. Also inside the room are 2 lizardmen, both of them wearing furs, bones, and other assorted trinkets. No doubt some kind of shamans*. The one closest to the altar speaks in a thick accent "Sssso you have come to ssssurrender your livessss. How ssssad!"

IF lizardmen wins initiative:
The one at the altar raises a finger towards the nearest person to it before chanting a spell
Cause Fear** DC13 Will frightened for (1d4)[2] rounds successful save is shaken for 1 round. Targeting either Gar or Thruffgar as I'm assuming one of you will be the first to enter.
The other one cast protection from good on himself.

IF lizardman loses initiative: Altar lizard instead targets who ever hit it the hardest with cause fear. The other still casts protection from good


Map: Battle Map Tab

Spoiler: Monsters Actions
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Initiative: (1d20)[15]



*Shaman as in a less civilized divine caster **I and you all know you have more than 5 HD the lizard men do not.