From the hyena kennels, the party headed south. They entered a long passageway carved out of black rock. Hearing strange sounds coming from one of the doors to the east, the group decided to investigate. They soon found themselves engaged in a heated battle with a fierce gnoll and her conjured balgura demon. After the battle, in which the party was victorious, the group was approached by two tieflings garbed in black leather armor and carrying adventuring gear.
The tieflings introduced themselves as twin brothers Azkelak and Katal. They claimed to be down in the labyrinth in search of ancient artifacts to sell when they stumbled upon the Well of Demons. They figured that the gnolls had planned to murder them and thanked the party for dispatching them. They also offered their services should the party allow the tieflings to travel with them. The party agreed but the tieflings seemed to become uneasy with the party’s questioning and with some of the evil artifacts that Immeral showed them. They thanked the party for their help again but said they would take their leave. Immeral told them they could not leave and threatened them with violence if they did. The tieflings ignored the threats and turned to leave a which point Immeral cast a spell and hit them with a ball of electrical force. The tieflings retreated toward the exit of the Well of Demons.
Shardon stealthily trailed after them. Unfortunately they had hidden themselves with spells of invisibility and ambushed the halfling. Shardon took a short sword to the side. Injured, he retreated back to the rest of the group. After a few minutes they did not hear or see anything from the tieflings and continued on their way.
They came upon a passageway stained with blood trails on the floor. To their amazement they saw three spectral figures rise up from the blood. The figures were former adventurers who had died in the chambers ahead. First they spent some time testing the party’s aptitude. Satisfied that they were formidable enough for the challenges ahead they provided the group with some advice and warnings.
This place is the Proving Grounds, a testing place for worshipers of the demon lord Baphomet. You must find four items: a knife, a mask, a bell, and a book. You must place each of these items on one of four circles of runes found in this complex. The items must be placed on the runes at the exact same time.
Three of the items are held within chambers built to test Baphomet’s worshipers. You can find these chambers to the north, west, and south of where we now stand, through these eastern double doors and then through another set of double doors that leads to the west. The fourth item, the book, is on an altar in a small shrine to the east.
To the east of the Proving Grounds is the inner sanctum. Its door opens only when the proper ceremony is completed. The items used for the ceremony disappear if you try to remove them from the Well of Demons, and upon completion of the ceremony, they return to their former locations.
Completing this ceremony summons the terrible Guardian and activates several traps in the area. The Guardian is a green dragon imprisoned here. It can swoop past its prey and attack. It emerges from a great pit in the center of the complex.
Each of the chambers in this complex has a magical trap designed to harass intruders. The central corridor is the fastest way to move around, but it also has its own trap: a crushing sphere of magical force that rolls along its length.
There is a treasure hidden in the complex. It is hidden beneath the altar in the chamber south of here.