You gather your weapons and put on your armor, and casually stroll out the hole in the wall of room #13, making your way through the dense growth to the chapel main door (room #12) You find the door 5' wide, and about 8' tall, it is dry rotted, but held together by iron bands and strapping. The door opens easily on its hinges with a dull groan.
Looking inside you see a roughly 40x50 room with 3 pews adjacent to 3 columns on each side of the room, and there is an altar centered at the back wall of the room, flanked by two statues of humanoid form, but in the shadowy recesses of the back of the room, they are obscured.
The most interesting thing about the room is that it appears dusty and old, but not overgrown or shattered like all the other areas of the keep. A cool breeze flows through the high slotted windows of the room, and there is an overall calmness in this place.
As everyone is taking in the room, Sharon examines the doorway for traps, and she finds nothing but dust. She also notes that it appears this room has seen little to no traffic in many, many years.