Post by Aguila Saber on Jun 10, 2011 14:49:38 GMT -5
"I guess it might be of use to our comrades, but for now it is not worth the risk. So I guess it is on to the other areas first then."
You all to the other area.
The panel is set into the door and was well camouflaged from being found by casual inspection.
The panel has two levers which can be pulled. You manage to get the following meaning from the words below them:"Shrine"
Inspecting the tracks here they do seem to end close by, by what may very well be an opening into the wall. If it is the secret door it is very well fit into the wall, and there seems to be no apparent way to enter through it, save by smashing it down.
There are no special sounds or scents coming from the wall, but this entire section of the corridor have a damp tang over it which is quite strong and would be sure to block out any scents coming from beyond the wall. There is some percipitation in the tunnel itself, along the ceiling and walls.
The two levers seems to indicate two openings but neither of you can find anything else that looks like it may be an opening.
Seren is surprised at the scene ahead of him - clearly news of the disturbance back in the large chamber has yet to reach these hidden places. Three of them interrupting over a dozen people does not seem like a wise idea. However, the stack of weapons and potentially disguising clothing in front of them is rather tempting.
How involved is the priest in what he's doing? Does it seem likely we might be able to sneak forward and take a few things without being noticed?
Gesturing to the others to sneak forward, Seren does so himself, intent on quickly looking through those items of clothing and weapons that he can move without causing much noise to see if there's anything useful.
Seren's keen to get hold of clothing that might disguise them and any weapons that might be more effective than what they've already got. But he won't do a thorough search because he wants to be quick. And he won't move anything that's likely to cause any substantial noise.
Post by Aguila Saber on Aug 14, 2011 17:38:03 GMT -5
Your entrance has gone unnoticed so far. Nothing much has changed where the sermon is held.
You move along and look through some of the clothes and weapons.
Weapons found: 4 staffs. These looks very similar to those you saw before used by the robed men. Likely they have protective enchantment that could be activated. 1 Rapier. (d5, fast, brittle) (piercing damage)
The rapier seems to be a very well crafted weapon.
Clothing found: The clothing in the entrance part of the corridor are all robes of the types worn by the people who held you prisoner.
These are full robes, so they'd cover all your features and you'd be unlikely to be catch suspicion if wearing these... while facing the cultists. Unless of course you enter the sermon area.... because you are evidently not supposed to wear the robes there.
If facing some of their foes you would be in big trouble to explain yourself quickly.
The pockets in these first robes do not contain anything of practical use or value. Most are empty. Other contain some copper pieces or other cheap materials or written papers. None of the papers found contain anything of interest at a glance.
Seren casts a keen eye along the length of the rapier, seeing in it considerable worth as both a weapon and later a high-value sale. He also takes a robe, but despite the enchantment apparently placed on the staffs, he doesn't feel that it's worth the encumbrance of carrying one of the large weapons around.
Having finished pilfering, Seren moves carefully back to the door by which they entered and keeps an eye on his two companions to make sure they are not spending too much time taking things.
If either of them does not take a robe, Seren will point at the one he's taken in a manner such as to suggest that they ought to take one.
Post by Aguila Saber on Mar 3, 2012 11:51:49 GMT -5
Seren Chuvedro, Necropolis Investigator
Strength 1; Speed 3; Eye 2; Mind 0 Health: 30 Activity per round: 8 Defence: 8, Psychic defence: 2.
Specials: Alertness to undead: +2 to Perception and Stealth when facing Undead. Manipulate mechanism: Disarm Traps cost 2 activity. Also affects other mechanisms such as Locks and similar to some extent. Rapid reload: First ranged attack in each round cost 1 activity.