Without a word, Max takes out his club and clobbers the priest with it, trying to knock him unconscious. He hits him fairly hard.
Inside is a room running what looks like the width of the building. At each end are altars set before clusters of statues. Opposite you is another door leading deeper into the building.
Max ties up the priest with a length of the rope they had the foresight to bring and gags him, then helps move him into some out of the way alcove if one is available. He tries to listen at the door, but all he hears is silence.
"Open the door."
"These are the cylinders," one of the Dotherites says. "They're here1"
Both of them rush into the room, looking from pillar to pillar, their body language growing more desperate with every moment. "They're blank!" he cries. "All of them are blank. There's nothing here."
More importantly, it's clear Helmut isn't in here either.
"There are probably other cylinders elsewhere in the complex," says Max. "Shall we check the main temple next?"
"No," the other answers. "We should find their friend first - they and he have done all we asked."
"Thank you," says Max. "Once we've found him, we'll stay with you and help you find the cylinders."
"Maybe we should try the quarters first," suggests Max. "Our friend is most likely to be there, and once we have him free, our position will be strengthened. From there we can proceed to the museum afterwards, and finally the temple."
The building has a wide set of double doors, with a smaller door set into them. Whichever you try opens without a problem, revealing a surprisingly normal-looking cloakroom lit lit by lamps and a few windows high up near the ceiling. The walls are lined with hooks on which hang grey garments that appear to be hooded shawls. You can grab some as you pass - there are enough for all of you - but their appearance suggests their likely use is for going outside at night.
There are two doors in the far wall - the one on the right is closed - the one on the left is ajar, and you can hear voices through it.
The two Dotherites heft their clubs.
Max does put on one of the hooded shawls, as it will help when they do go outside, as it is night, and it will hide their faces as well. He gestures for the others to do the same. He gestures to the door on the right when they reach the end of the hall, not wanting to tangle with the priests just yet if it's not necessary.
It leads into a large kitchen - from the dimensions it must go from the central axis of the building to the rightmost outer wall. There's a cooking range along said outermost wall, a tall cupboard on the wall on the opposite side from you, a marble table in the centre, and a pair of baisins on the inner wall to your left. It appears that the baisins have plumbing.
There are two doors, one on your side of the room, and one on the far side next to the cupboard. The former door could only lead to a small room beside the cloakroom you just came from - one of the Dotherites checks it quickly, revealing it to be a pantry.
That leaves a far door, which opens into a hallway. It seems to stretch the whole length of the building, before turning left at the end. All the doorways are on the right.
Max points to the hallway, seeing as there's nobody in the kitchen or pantry, Max points to the hallway and mimes opening a door. Helmut could easily be kept in a small side room.
As soon as you open the second, you hear the sound of light snoring. Easing it further open, you see a chamber of the same design and contents, but with a man sleeping in the bed - not Helmut, so presumably one of the priests.
There are four more doors in the hall before it turns, but from your new vantage, you can see the last of them is heavier than the rest.
Max gestures to the heavy door.
Max looks through the keyhole.
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