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Greetings adventurers, and welcome back to the second part of Betrayer's Rise. In this set we've got entrances full of entrance, starting with the Betrayer's Hall, the main chamber of the temple.

With a blend of black obelisks and seamless walls, this entrance promises an ill time and a plague on all who venture forth. The hollow pool underfoot promises to unseal the narrow way forward, set as it is into more unspeakably strange rock. It only needs some kind of offering, but what offering?

For those who like their entrances a little less imposing, there is the sigil chamber, an unassuming pool demanding attention at its three obelisk-ringed points, offering a whiff of plague-touched fumes and still, ominous air. If things once breathed here, they certainly do not now.

This map comes with a quieter effect moment. Something has been activated, unquestionably. What else lies this way - that is the question.

And that's all for this set, adventurers! Do stay with us for the next!

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