Oasis 6.5: Hall of Wisdom pt 2

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After working your way through the trapped hall, you now stand on a walkway over a chasm that you can't see the bottom too. Ahead of you is the gap in the wall the stone bridge ends at. Light plays along the inside of it, like torches that have been lit.

"...ugh," is what Smyhtly says.

"I have a terrible feeling that the area ahead will be covered with slime and we'll need to not fall to our deaths."

And with that, the goblin takes a careful st ep forward.

Arisha looks down at the goblin. "Let's not let our imaginations run away, Smythly...."

Selerik is still lingering about 20 feet behind the others, watching them with a mix of worry and disapproval. "Please don't walk into another trap."

"It's not like I'm trying," says Smythly, "They're /traps/ for a reason. You're not supposed to see them." Still, steady steps ahead.

GAME: Arisha rolls perception: (7)+14: 21

The walkway is surprisingly stable, and about the only unstable part to it is the sand that scatters across it as if a means to make sure the walkway doesn't blend into the opposite wall through some sort of insane trickery. Arisha's eyes are sharp, and they scan the way and see that there is nothing up ahead. It's only a walkway that ends in the wall with that entrance way. No trickery about it!

Arisha says, "huh." is all she says....even as she walks as carefully as she can across the walkway."

And the the walkway falls away... because you're standing on solid ground. Seriously, no traps. It's perfectly safe. It's definitely not a trap meant to catch the last person in line.

GAME: Selerik rolls perception: (11)+13: 24

Selerik keeps pace with the others, albeit at his distance.

"...well, that's a relief," Says Smyhtly as the chasm is left behind. His armor clanks. "I was seriously worried a horde of bats was going to descend on us. Or those weird flying head monsters."

Selerik carefully picks his footing as he starts to catch up with the others who've stopped at the door. "Don't get too comfy, we still have to walk back out of this place when we're done."

Arisha says, "As long as we're marking them as we go, we should be fine, Selerik." She's still keeping close to Smythly."

The corridor up ahead is short, and it opens up into an area beyond, from here it's more obvious that there's a column of some sort that takes up an area just inside that room up ahead and the flames... they seem to shift and flicker.

"...clerarly, we're nearing our destination," says Smythly. He unlimberfs his hammer again, though. "I'm marking them with my blood at this rate," he adds to Arisha.

Arisha says, "they are definitely here." She says with a sneeze......and she's even scratching her shoulder.......right where her left arm connects with her shoulder......."

Selerik falls in with the rest of the group. He wrinkles his nose. "No adventure that starts on a camel goes well." He puts detect magic up again, looking around warily.

"Does anything involving camels go well /ever/?" queries Smythly of Selerik.

As the three of you continue onward into the room, you see now what's creating the light. Wings flapping, there are four creatues. Small, burning at their eyes and in their essense. They fly off the ground, and look toward you all in unison as the voices start. Two of them overlapping but speaking the same words. One higher in pitch, one lower.

"You have entered the Halls, but you do not bear our mark. You are of those who have been banished from this place." Two figures start to shamble forward, wrapped in linen and moving with care. They open their mouths, they are the ones speaking.

"You dare to come here? Now? After all these years? We will make you pay for that mistake."

GAME: Arisha rolls knowledge/arcana+3+3: (6)+10+3+3: 22

"You act as if we're supposed to know who you are. I assure you that we do not," says Smthly.

"Does that make it worse or better?" he asks, consideringly. "Actually, a man named Hassan sent us. Does THAT make it worse or better?"

His hammer is in front of him.

"OH, and by the power of the forge, I compel you to stop shambling! I mean it. Paladin."

Selerik speaks up, attempting the diplomatic route. I mean, why not? "Noble mummies, lords of this domain. We apologize deeply for our trespass. We believe others who are causing your domain and the domains nearby harm to have passed through here. Whosoever came before us that earned those black marks, we promise you, we knew not of them and had no hand in their misdeeds."

Arisha says, "It's also possible they're talking about me." She then looks up and takes a deep breath. "These are definitely the undead.....and I don't know if the grey lady approves, but those are Fire mephits flying overhead.....""

GAME: You roll initiative for Mummy: Roll: 15 + Bonus: 0 = Total: 15

GAME: You roll initiative for Meph: Roll: 15 + Bonus: 6 = Total: 21

GAME: Kisaiya advances the initiative order.

Round One - Init 24.

It is now Bennet's turn! Meph is next!

GAME: Note Flat-footed on Bennet ended.

Huh? (Type "help" for help.)

GAME: Kisaiya advances the initiative order.

Round One - Init 21.

It is now Meph's turn! Smythly is next!

GAME: Kisaiya rolls 5: (16)+5: 21

GAME: Kisaiya rolls 5: (4)+5: 9

GAME: Kisaiya rolls 4d6: (18): 18

GAME: Kisaiya advances the initiative order.

Round One - Init 17.

It is now Smythly's turn! Mummy is next!

GAME: Note Flat-footed on Smythly ended.

Two of the Mephits starts to circle wider to surround the party while the other two stay in close. to the middle. The ones that move to the outsides begin to chant words in unison. An extension of their fingers and a scorching ray shoots out. One of them finds their mark in Arisha, but the other misses Smythly.

GAME: Smythly rolls 1d20+13: (17)+13: 30

GAME: Smythly rolls 1d10+13: (6)+13: 19

"You know... I never liked these things. You can stop at any time, you know," says Smythly, gravely, to the mummies. There's a mephit right in front of him and, well, there isn't anymore. It's now mist mephit. As in a fine red one.

GAME: Kisaiya advances the initiative order.

Round One - Init 15.

It is now Mummy's turn! Arisha is next!

GAME: Kisaiya rolls 14: (20)+14: 34

GAME: Arisha rolls will: (20)+9: 29 (CRITICAL SUCCESS)

GAME: Selerik rolls will: (13)+9: 22

GAME: Kisaiya rolls 14: (18)+14: 32

GAME: Kisaiya rolls 2d8+16: (7)+16: 23

One of the mummies begins to shamble forward, looking toward Smythly and talking - both of them talking in unison again but only one is staring right at Smythly - "You are one who we wish destroyed. A bringer of light, a champion of Gods-" It moves the last few steps quickly, slamming its hands down toward the Goblin and seeming to find some measure of purchase with its blow.

The other Mummy shambles toward Selerik and Arisha, and it looks toward Arisha as it speaks - the same dual tones - "And you are one who seeks out and destroys the creations of shadows and unlife. You are one we shall obliterate." Its very presence weighs Selerik and Arisha with despair, but they shake it off.

GAME: Kisaiya advances the initiative order.

Round One - Init 15.

It is now Arisha's turn! Selerik is next!

GAME: Note Flat-footed on Arisha ended.

GAME: Arisha rolls 2d8+6: (9)+6: 15

GAME: Kisaiya advances the initiative order.

Round One - Init 1.

It is now Selerik's turn! Bennet is next!

GAME: Note Flat-footed on Selerik ended.

GAME: Arisha casts Cure Moderate Wounds. Caster Level: 6 DC: 15

Selerik steps back slightly (five-foot step) while giving the others words of encouragement. "They're lurking in here day in day out just waiting to harass people like us. Really, sentience and eternal life and this is the best they can come up with for how to spend their time? You're better than them. By the hells, the camels are better than them." He does a little incant as he does so, attempting to get the attention of one of the mephits as he spins some bardic trickery. "Except for you, yes? You're better than the rest, and tired of this awful job. Help us, and fly free."

GAME: Selerik casts Charm Monster. Caster Level: 9 DC: 22

Ater getting burned that badly, Arisha takes the time to mend her wounds....and she really needs to, if they're packing this much of a punch.

GAME: Kisaiya rolls 3: (11)+3: 14

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Two - Init 24.

It is now Bennet's turn! Meph is next!

GAME: Kisaiya advances the initiative order.

Round Two - Init 21.

It is now Meph's turn! Smythly is next!

Selerik sees he is getting throug to the mephit. "Come on. You never liked those rotten corpses anyway. Show them how you really feel." (common)

GAME: Selerik rolls reflex: (19)+8: 27

GAME: Smythly rolls ref: (6)+6: 12

GAME: Kisaiya rolls 2: (10)+2: 12

GAME: Kisaiya rolls 2: (15)+2: 17

GAME: Kisaiya rolls 1d8: (6): 6

GAME: Kisaiya rolls 1d8: (7): 7

GAME: Kisaiya rolls 1d8: (8): 8

GAME: Arisha rolls reflex: (1)+7: 8 (EPIC FAIL)

The two flanking Mephit start to sweep in and now it become apparent what their real goal was. They were going to try and fry you all with their breath, thankfully Smyth moved and Selerik charmed one of them. The one Selerik charmed turns on the spot, facing toward the two mumies and (unfortunately) Smythly. All three then emit a gout of flame from their mouth. While Selerik and one of the mummies manages to get out of it with only a little singe, everyone else gets a face full of it.

GAME: Kisaiya advances the initiative order.

Round Two - Init 17.

It is now Smythly's turn! Mummy is next!

GAME: Smythly rolls 3d6: (4): 4

GAME: Smythly rolls 1d20+11: (13)+11: 24

GAME: Smythly rolls 1d10+27: (10)+27: 37

GAME: Kisaiya advances the initiative order.

Round Two - Init 15.

It is now Mummy's turn! Arisha is next!

GAME: Kisaiya rolls 14: (6)+14: 20

GAME: Kisaiya rolls 14: (1)+14: 15 (EPIC FAIL)

GAME: Kisaiya advances the initiative order.

Round Two - Init 15.

It is now Arisha's turn! Selerik is next!

GAME: Arisha rolls weapon2: (13)+9: 22

GAME: Arisha rolls 1d8+2d6: (4)+(7): 11

GAME: Kisaiya advances the initiative order.

Round Two - Init 1.

It is now Selerik's turn! Bennet is next!

Arisha groans at the fact she's being attacked more, but she still turns her pistol to one of the mephits. Ironically, it's the one not charmed, and she blasts a hole in it with her pistol.

GAME: Selerik casts Reviving Finale. Caster Level: 9 DC: 20

GAME: Selerik rolls 2d6: (8): 8

GAME: Selerik casts Charm Monster. Caster Level: 9 DC: 22

The mummy in front of Smythly takes another swing at him, missing wide. Probably because it's not missing an arm after what Smythly just did to him. The other one turns toward the mephit now. Its voice speaking up, "What is this?! We summon you here and you turn on us?! You will be destroyed for this transgression." It then tries to swing at the mephit, and trips on its own linen wraps.

Huh? (Type "help" for help.)

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Three - Init 24.

It is now Bennet's turn! Meph is next!

GAME: Kisaiya advances the initiative order.

Round Three - Init 21.

It is now Meph's turn! Smythly is next!

GAME: Kisaiya rolls 3: (9)+3: 12

Staggered back as he's struck, Smyhtly's eyes flash and the end of his hammer glows with the ethereal flames of Reos. He brings it down on the mummy hard with a sickening crunch and crack.

"You will rest in peace. Or pieces. Probably one piece. I don't think I've ever knocked a limb clean off. EITHER WAY YOU'RE GOING TO STOP BEING UNDEAD."

Selerik stomps one foot, a glowing spiderweb flashing out beneath him of magic that causes the nearby area to light up briefly as he weaves gestures with one hand. Everyone nearby - everyone he likes anyway - feels gently renewed. "Keep up the good work! Prove to them they've no right to keep us out, nor harm the living." He looks to the mephit to the left. "You may not have caught on as quick as your friend, but we're forgiving. Turn to our side, and we'll treat you better than being stranded in this hell hole."

Arisha has reconnected.

GAME: Kisaiya rolls 7: (5)+7: 12

GAME: Kisaiya rolls 5: (14)+5: 19

GAME: Kisaiya rolls 4d6: (17): 17

GAME: Selerik casts Gallant Inspiration. Caster Level: 9 DC: 19

GAME: Kisaiya rolls 2d4: (5): 5

GAME: Kisaiya rolls 1d3+1: (2)+1: 3

GAME: Arisha rolls will: (3)+9: 12

The Mephits move, one of them flanking the mummy and swiping at it with its claws as it doesn't have much else in the way of attacking the mummy. It makes a cackling noise as it rakes across the linen wraps. The other steps back and casts a spell that tears a searing hole through the mummy and leaving it looking rather ragged. The finaly one looks to Arisha, cackles, and begins to cast a spell. On its completion, the pistol feels warmer...

GAME: Kisaiya advances the initiative order.

Round Three - Init 17.

It is now Smythly's turn! Mummy is next!

GAME: Smythly rolls 1d20+13: (9)+13: 22

GAME: Smythly rolls 1d10+20: (4)+20: 24

Arisha has partially disconnected.

GAME: Kisaiya advances the initiative order.

Round Three - Init 15.

It is now Mummy's turn! Arisha is next!

GAME: Smythly rolls 3d6: (7): 7

GAME: Kisaiya rolls 14: (17)+14: 31

GAME: Kisaiya rolls 2: (13)+2: 15

GAME: Kisaiya rolls 1d8+10: (1)+10: 11

GAME: Kisaiya advances the initiative order.

Round Three - Init 15.

It is now Arisha's turn! Selerik is next!

The remaining mummy steps forward toward the Mephit that just hit it with a scorching ray and swung at it. The Mephit was hit with a sickening crunch and it almost immediately begins to take on a bit of a list to its movement. It looks... sick. But it's still alive.

"What did I just say?" says Smythly to the undead abomination.

The hammer comes up and is driven down into its chest, sending it unrvelling to the ground and unanimating it.

"Huh," he says.

"One piece after all."

GAME: Kisaiya rolls 1d6: (1): 1

GAME: Kisaiya rolls 1d6: (5): 5

GAME: Arisha rolls weapon2+2: (10)+9+2: 21

GAME: Arisha rolls 1d8+2d6+2: (4)+(6)+2: 12

GAME: Kisaiya advances the initiative order.

Round Three - Init 1.

It is now Selerik's turn! Bennet is next!

GAME: Selerik casts Hideous Laughter. Caster Level: 9 DC: 20

Arisha feels....from the pistols proximity to her body, that it's heating up. "I'm gonna have to put you down shortly." She says before firing a shot at the mephit. It looks really bad off after the shot, but right afterwards...she puts the pistol down....rubbing her prosthetic hand with her fingers. "Let it run it's course...."

GAME: Kisaiya rolls 3: (1)+3: 4 (EPIC FAIL)

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Four - Init 24.

It is now Bennet's turn! Meph is next!

GAME: Kisaiya advances the initiative order.

Round Four - Init 21.

It is now Meph's turn! Smythly is next!

GAME: Kisaiya rolls 1d4: (3): 3

GAME: Kisaiya advances the initiative order.

Round Four - Init 17.

It is now Smythly's turn! Mummy is next!

Selerik jabs a thumb at the mummy, speaking like he is doing an aside to the last mephit. "Do you believe these guys?" He mimicks the mummy's voice and makes scary hands. "You cannot beeee here, we will killl you, with our flammable rags and bad halitosis." He shakes his head.

GAME: Smythly rolls 1d20+11: (11)+11: 22

Bennet has connected.

GAME: Smythly rolls 1d10+14: (7)+14: 21

GAME: Kisaiya advances the initiative order.

Round Four - Init 15.

It is now Mummy's turn! Arisha is next!

GAME: Kisaiya rolls 14: (19)+14: 33

GAME: Kisaiya rolls 1d8+10: (8)+10: 18

GAME: Kisaiya advances the initiative order.

Round Four - Init 15.

It is now Arisha's turn! Selerik is next!

GAME: Arisha casts Spiritual Weapon. Caster Level: 6 DC: 15

GAME: Arisha rolls 1d20+4+3: (7)+4+3: 14

"You next," says Smthly.

He begins advancing on the second mummy and this time drives his hammer into its leg, trying to sweep it off its feet. It doesn't work, this time, but there was a definite crunch.

GAME: Arisha rolls 1d8+2: (4)+2: 6

GAME: Kisaiya advances the initiative order.

Round Four - Init 1.

It is now Selerik's turn! Bennet is next!

With Arisha's weapon down for the count, Arisha improvises. She concentrates for a moment, which brings a floating khopesh into existence to kill the mephit that had made herpistol heat up in the first place.

GAME: Selerik casts Cure Light Wounds. Caster Level: 9 DC: 18

GAME: Selerik rolls 1d8+5: (8)+5: 13

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Five - Init 24.

It is now Bennet's turn! Meph is next!

GAME: Kisaiya advances the initiative order.

Round Five - Init 21.

It is now Meph's turn! Smythly is next!

GAME: Kisaiya rolls 2: (6)+2: 8

GAME: Smythly rolls ref: (17)+6: 23

GAME: Kisaiya rolls 4d8: (22): 22

The Four mephits spread out around the mummy, unfortunately... Smythly is still next to the mummy when all four of them open their mouths and gouts of flame shoot out. They converge all on one spot, doing an incredible amount of heat and the mummy turns to cinders and ash while Smythly gets a good searing.

"..augh!" yelps Smythly as he's seared.

"DAMN IT," he yells, flailing as he tries to put himself out.

Arisha runs over and covers Smythly almost immediately with her cloak. One way to put the fires out.....

Selerik takes off his overcloak, slapping it against Smythly a few times in an attempt to help. "You'll be fine. Sorry about that." He glances to the mephits, saying a short phrase in goblin-talk to Smythly. "The charm will last if we act like they're friends. We should get information while we can on any other threats." He then raises his voice in common. "You two were quite good in that fight, excellent work. And bringing in friends, smart. Very smart. Why don't you take this moment to shine, tell us all the things you know about this place and why you were stuck here?"

Bennet grumbles and hurries to catch up to the others, muttering to himself. "Damn trail rations, always give me the runs." He peers about. "....what I miss?"

The two mephits stare at Selerik and just... stare. Then the one looks to the other, they shrug and they finally say "We have no idea. We were summoned, like we summoned those. And we'll stay until we're no longer to be on this terrible plane. We miss the fire."

One of the mephits coughs, looking very sick.

Arisha says, "So...it looks like the one that summoned them is gone......" She then sighs."

"...right. Uh... do any of you know a fellow named 'Hassan'?" Smyhtly qasks that warily. Just in case. BECAUSE HE TOTALLY BLAMES HASSAN. Then he nudges the mummy a little. "Don't worry. I'm sure you'll get back to the fire soon... say, did the mummies say amuch?"

"Hassan? He's here too?" One of the Mephits says. It looks toward the other one then, "Did you hear that? Hassan is here. I wonder if he still se-" And all four puff off into smoke and brimstone.

The adventurers moved further into the room to discover a myriad of information, unfortunately it was almost all in a dialect that hasn't been used for quite some time and a script to match. What little can be gleaned is a few summoning rituals, such as the proper way to bring a Fire Mephit to this realm and have it set to a trap so that the caster not need be alive for the mephits to still wreck havoc. Something about the summoning circle having the proper ingredients to be set off of a known entity - such as a mummy used as a guard.

Well, that explains how that worked out anyway. While the parchment did have a nice hue to it when you first started to look it over, it almost immediately started to dull. The vibrant and rich colors turning muted and weak in a matter of minutes. There's nothing to do about it, it is simply the nature of archaeology when it's not done near a major city with thousands of gold to throw at it. Even still there's a number of artifact that are in good shape that you gather up and pack for the journey back.

Hassan's camels are waiting for you when you exit out of this Hall. It takes some doing to secure the crate, but even that's done and the way back seemed to go faster than the way there. Hassan's camels stayed, until precisely noon the following day, at which point they all started off toward... Where exactly is his shop anyway? Where are the camels? Oh damn it... I hate you Hassan.

The crate loaded up, and then taken off to Alexandria. They'll be showcased in the museum... after it's spruced up again.