[If we get a result less than 17 here, we blunder into the wall of the secret passag and must flee before learning anything from the cathedral visit. Which is not only super lame, but also creates some continuity problems down the line as the gamebook will assume that if we made it out of the cathedral, it must’ve been a successful infiltration.]
Fortunately, we roll 6,2 for a total of 18.
---
134
With the secret door to the alley closed, the chanting becomes more noticeable. It sounds like the same phrase repeated over and over, which reminds us of some of the practice sessions at College Arcane “where dozens of novices were required to repeat monotonous phrases in dead languages until their pronunciation was perfect.” Although we don’t recognize what we’re hearing now.
After about a hundred feet the secret corridor ends. There’s a small slit in the wall at eye level through which Dalris and Garn are peering. Garn motions for us to have a look.
We look past the main altar to the sanctuary and nave, which are lit by the soft light of hundreds of candles. There are a multitude of people with their eyes fixed upon a "small man" who's facing away from us in front of the altar. Almost all of the worshippers wear "the scarlet crossed logs of Blessed Dyan on a surcoat over full battle armor, some of which glows with the dweomers of various enchantments."
Dalris whispers that they must all be paladins, to which Garn responds, "Not any more! They've all dishonored their oaths and their souls by listening to that vile magician and worshipping the demon on the altar."
We study the "small man" and note the dark skin of his hands and his jet-black hair. Between our vantage point and the "dark celebrant" is the altar. And upon that altar stands a polished wooden statue with "hideous features."
The statue is of an incredible winged creature, with the torso and limbs of an avian monster. The soft candlelight, combined with the monotonous chants, make the figure's crested head, cruel beak, and taloned feet seem all the more sinister.
The ritual's leader turns to face the statue and we recognize our old enemy, Arno! He's more wrinkled and blemished than we remember, "as if his immersion in the darker side of magic has taken its toll." Arno's hair is held in place by "a gleaming adamantite tiara carved with symbols and glyphs [we] don't recognize."
Arno raises his hands towards the statue and begins a new chant, much simpler than the last. Soon the entire congregation is shouting the same name in triplets over and over:
PAZUZU! PAZUZU! PAZUZU!
We study Arno to determine if he's using any magic that is familiar to us, but he is only concentrating on the statue. Suddenly, one of the carved feathers on the statue moves. Is it a trick of the light? No! Arno's chant is bringing the statue to life!
(158) if we have learned of a creature called 'Pazuzeus'; or if not,
(210) to remain in hiding to see what more we can learn, or
(199) to confront Arno