
Lulu Yordle |

Pix is suddenly unable to move, and falls to the ground with a tiny thud
Pix? Lulu is curious as she advances some to see what all the commotion is about. lulu never even noticed the noise, but she dis see the mist.
hmmm. green mist, that might be healing, or restoration type magic.
she then notices the flying heads. Oh crap, I don't know what to do about them.
knowledge religion: 1d20 + 2 ⇒ (10) + 2 = 12
knowledge arcane: 1d20 + 6 ⇒ (3) + 6 = 9 (or take 10 for a 16)
knowledge nature: 1d20 + 6 ⇒ (12) + 6 = 18

Layla the Twin-Blade |
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Aw, Shaedo, that was such an awesome idea! Stinky low roll! Layla enjoys your mental music, even if she still can't move.
Lulu, maybe you could try flinging one of Ceru's acid flasks at one of the two flying head things?
EDIT:
Taking inspiration from Shaedo's song and Ceru's acid idea, Layla adds,
"I've got five more chakram on my belt if anyone wants to throw one at those beasties!"
A chakram is a circular, sharpened metal disk, a martial ranged throwing weapon with 1d6 +STR damage and a 30ft range increment. Sunny would be proficient.

Vitreous "Darling" Drimplegatto |
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Frozen in his tracks, Vitreous thinks out loud. "This reminds me of that time that Aunt Hinote was experimenting with her bombs and had some strange mishap and the whole inn was frozen in time for 2 weeks. Luckily someone had found us and watered us, otherwise that would have been the end for all of us."
When he sees the strange floating creature, he sorts through his memory trying to remember what he knows about them.
Though he doesn't have the appropriate knowledge skills, he takes a 10 for 10 on the check.
"What are those things, and should I be worried that it uses its ears as wings?"

"Sunny" |

Sunny nods at people's mental inventory, even as she glances around to see where every one is in relation to herself,
"Aye, I be puttin' such things ta' use an' thankin' ye fer it!"
Not sure how long it will take to,
A)Move to Layla.
B)Retrieve said throwing disc.
C)Throw said disc.
Throw:1d20 + 4 ⇒ (7) + 4 = 11
Dam:1d6 ⇒ 2
And... looks like the first one is being picked up later. :(
Edit: Sorry, sorry. Should have known that the owner would be getting the information right. :)

GM Tacticslion |

All those that can freely act have done so.
Because of that, I will go ahead and update the world; I am not actually ignoring anyone, though: I'm fairly certain that no one else has purely mental abilities beyond non-situation-altering skills they can utilized. If I am incorrect, please feel free to let me know! Further, you are permitted to describe your first round actions after-the-fact.
Also, with no Initiative roll given, I'll presume upon Sunny's and Lulu's based on my own: you may feel free to roll a different one, but the order is locked for this round, at least.
- granting the two creatures suffering from some sort of affliction (one that doesn't seem based on blue haze) more actions than normal, at the cost of greatly accelerating the affliction... you're reasonably certain that this is mostly because of the creatures' innate nature... it'd likely have a different or even opposing effect on other, less similar creatures, if imbibed as they seem to have done
- putting little pieces of broken stone back where they were broken from, and then mending them into place
- reversing the rotting process of the goblin body
- taking the dust and reorganizing it into small artistic arrangements
- minimizing the amount of time that the deadly paralysis effect lasts and weakening the DC
- rapidly expanding in a very fine barely-perceptible millimeters-high wave down the hall by way of sonic screech, bringing that same effect (though minimized in duration) into contact with most every creature along the way
- after the screech, slowly flowing back down into the room it so recently departed, as that room is "down" from its current location
It's clear that it is partially warded against by the strange yellow metal. The thicker the area of the metal, the more the blue haze shies away, almost as if it's affected by a field, but some still slips through the gaps, slowly corroding both haze and metallic tips as it does so, turning both a hint of green (though the haze is more affected than the metal).
It seems like it might be theoretically possible (should you actually want to for some reason?) to increase the flow of green haze by decreasing the thickness of the bars and/or having it be more directly downward, as that haze seems to act mostly-heavier-than-air.
1d20 ⇒ 12
1d20 ⇒ 7
1d20 ⇒ 5
1d20 ⇒ 14
1d20 ⇒ 17
1d20 ⇒ 13
1d20 ⇒ 1
1d20 ⇒ 19
1d20 ⇒ 6
1d11 ⇒ 3
1d11 ⇒ 2
1d6 ⇒ 4
1d3 ⇒ 1
1d3 ⇒ 2
1d3 ⇒ 2
1d3 ⇒ 3
Hm. Seems some dice values have changed? 1d2 ⇒ 1 I'll go with the first ones instead of rewriting.
At Dijiron's command, Frosty quickly flies forward to punch the statue's flying... um... face! in the... um... face! with its... um... face! It strikes twice in rapid succession! It's super-effective!
1d3 ⇒ 3 (x2, confirmed critical) 1d3 ⇒ 3 It deals nine cold damage as it ice suddenly spreads across the... um... face! of the statue!
Statue Head is confused not the condition, just emotionally and exceedingly unhappy! It yells terrible things in Frosty's general direction! It attacks, but fortunately is very discombobulated by this strange writhing thing in the air that just hit its face with its face! Unfortunately, the head blurs with speed again, and attempts to... kiss the spell! Fortunately, with a minor flick of its form, the spell evades the furious hideous creature whose eyes burn with yellow-green fire.
Sunny expertly readies herself to attack but, as it becomes clear that the head-thingies are flying too high for her to reach in the tunnel, she rapidly double-backs at Layla's suggestion to acquire the chakrams. She manages to do so, and spins to attack one of the creatures... soon!
Lulu begins thinking and rapidly exchanging information with Dijiron in order to get a better idea of just what everything looks and what, precisely, is going on.
The dead gobbies' head flies over the crew, only to aim at 1d23 ⇒ 14 Stone! Seeing the handsome blue creature, the head lasciviously licks its lips. The heroic goblin dwarf paladin unable to move, the head screeching obscenities in a language none of you recognize, flies toward Stone, landing on him and puckering up... plus bonus! How awful!
... ... ... ... nothing seems to happen! (Because he's paralyzed.)
Furious that its advances are refused by the stoic aegis paladin, the head blurs with speed, turns her sights to aim at 1d23 ⇒ 16 okay, well that's both appropriate and funny Ooze! She flies toward the other goblin (in a clear attempt to make Stone jealous) shouting more obscenities, as she attempts to kiss the Oozemeister! She lands and gives some sugar! (... though she has quite a few issues with his beard, and kind of hurts herself on it.)
... ... ... ... it seems totally ineffective! (Because he's paralyzed, too.)
She yells at the two goblins dwarves and huffs about... something indecipherable to you.
The statue's head facing off against Frosty once again attacks the loyal little spell, this time charging through the air! ... it manages to smack itself into a wall. Hard.
The little Ray of Frost mightily heaves magical force at the disgusting creature, and the frost moves inside the head, snuffing out the green light, and causing it to collapse onto the floor.
Sunny acting from before; you still have your move action flings a disk right into the head of the one that just kissed her friends! (That was pretty gross, you've got to say.) It looks like it'll go wide, but although it's almost blurring with speed, it actually kind of zags into the thrown weapon, finding it difficult to control itself! It's a hit! 1d6 ⇒ 6 It deals six damage! I rolled the appropriate dice, Sunny, since you rolled a 1d4 instead of a 1d6. EDIT: NICE! Well hit.
The ugly goblin head with flappy ear-wings and tentacles is not happy! Not only was it rejected by two hot goblins dwarves who were cold as ice, but it was then cut with a spinny sharp circle thing in the back of its head! She demands something questioningly in a terrible screeching language!
And its partner is down! Hate! Rage! Vitriol!
Speaking of... Vitreous: you have a total of 12 on a take-10 knowledge check, with your Lore special ability (+1) and your intelligence bonus (+1); normally with no ranks, you couldn't exceed 10, but with Lore, you can. Mostly that just Aids Another in this case, though. That is factored in above.
Sunny, you have a move action left. Lulu, Dijiron, you have your normal actions before the head goes again. Everyone else seems to still be paralyzed.

"Sunny" |

I'd like to move closer to tha' only remaining head..thingy. But that'll take me away from tha' throwin' thingys. I is so conused! (>_<)
So...um... stay with most of tha' folks an' try an' keep tha' flying head off'n 'em?

Dijiron |

I have only one direct attack spell and the last time I used it, it made a new pet. Theoretically, I could create an army with unlimited ray's of frost but my skeptical nature tells me that it wouldn't work as planned. However, I did come here to test the effects of the Wastes and this is unprecedented. Might as well see.
Dijiron fires another Ray of Frost at the Vargouille.
Ranged Touch Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage should it hit: 1d3 ⇒ 2

Shaedo Silverpaws |

GM, what about Shaedo's counter song? The roll 1st round wasn't very good, but is it an action she can attempt with telepathy, while paralyzed?
Singing with telepathy proves to be difficult for Shaedo when she is unable to move her body to keep the beat. However, eager to over come her paralysis, Shaedo continues her bardic performance, counter song into the next round.
Perform (Singing, via telepathy!): 1d20 + 7 ⇒ (4) + 7 = 11

GM Tacticslion |

Heh. I've been waiting for you to try that.
You can choose to prematurely end Frosty's existence to cast a new Ray of Frost instead, but you don't have a way of making it persists again to the best of your current knowledge. You may also choose to sacrifice your action to "cast" Frosty from itself - effectively allowing it one free attack as your action which is what I'm ruling occurs here.
In the future, you may be able to change the spell-type, alter the base spell utilized or blend Frosty with other spells (by expending a higher level spell, applying metamagic feats for higher-level slots, or other tricks, generally left for you to figure out, guess about, or ask). There may even be other tricks you can perform with Frosty. You don't know what lingering spell effects do... yet. What about those without masters? What would have happened if you had simply cast the Ray and left it adrift? Who knows? Hint: me. I know. Muwahahah. Research and trial-and-error are key.
Additionally: you could always try opening a door and flinging spells into the Mana Storm. I'm sure your teammates won't mind! ... for long!
Er, um, I mean, there's a hole that leads out, like, riiiiiight over there! Maybe you want to go try it!
>:D
!!!
Er, uh, em, well, I mean:
"0:D"
... yeah. That's totally what I mean. Ahem.
>.>
<.<
>.<
Whew. I think he bought it.
20 = 20 Oof! Impressive!
1d3 ⇒ 2
1d3 ⇒ 1
Dijiron's turn resolves before Lulu's in initiative, so I'll update that now.
Responding to its master's magical efforts, Frosty suddenly and rapidly strikes out, stretching across the gap between itself and the hideous former goblin head, and slamming into it with a righteous fury!
The fire behind the eyes flickers briefly from the freezing ferocity flowing from Frosty's ferocious flight! ... using its face as a fist into the green thing's freaky face! For great justice!
The hideous head wavers, fluttering, seemingly at the very limits of it's rope!
Shaedo, I actually didn't forget you. I just didn't respond. Yet. ^-^
To answer your other question, it's certainly an action she can attempt while paralyzed. Clever idea. I like it. :)

Lulu Yordle |

lulu is in a little of a panic but she also ends up laughing. this is both disturbing yet funny. lulu rushes over to Ceru making sure she is still paralyzed, lulu starts to practically fondle her eventually grabbing the acid flash. she turns to throw it at the weird head.
ranged touch: 1d20 + 3 ⇒ (1) + 3 = 4
but Lulu turned so fast her hat fell over her eyes at the acid flack just lobed off into the darkness.

GM Tacticslion |
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1d8 ⇒ 3, 1d20 ⇒ 16
1d100 ⇒ 82
The flask flies off into the room at the end of the hallway, exploding with a crashing crunching burning sound in the green mists. It immediately begins reconstituting itself, the acid not only unburning the floor, but quickly righting itself and becoming greener somehow, before stopper ing itself, and rolling, unharmed, deeper into the room.
Suddenly, the mists ripple, and Shaedo's mental song becomes an audible song... coming directly from the mists! Suddenly, you all feel free, and completely devoid of any paralytic effects!
The head looks around with fear, spying the exit leading toward the blue mist...
All those who were paralyzed may all act in this round; your initiative resolves before the now very-confused-about-what-is-going-on head-like extraplanar monstrosity. Your initiative dice-roll is 16, but everyone else has already acted, hence your turns apply now.

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"Very interesting! This green mist acts like the opposite of the Mana Storms outside--a force of order, instead of chaos. It fixes and organizes things! That could be quite handy, actually, if it can be collected. Repair-kit-in-a-bottle, no skill needed!"
"But I'm digressing, darlings. Let's teach this little creepy floating head-thing a lesson, shall we?" Eris closes her eyes for a moment, concentrating. A glimmer of blue magic comes from between the fingers of her closed fist. She opens her hand and her eyes at the same second, completing her spell with a sharp word of power. A grapefruit-sized snowball hovers above her open fist.
She pauses for just a moment to focus on the fleeing creature, then hurls the snowball with all of her might!
Ranged Touch Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Snowball Damage: 2d6 ⇒ (5, 1) = 6
If hit, the creature must make a DC 14 Fortitude save or become staggered from the cold!

Shaedo Silverpaws |

Yow!- My song! Is that me, or does this mist sing?!
The moment Shaedo can move, she springs to her feet, geckering fiercely at the flying head. She flings a tanglefoot bag at the monster.
"Here's how it feels to be paralyzed, batty!" She cries.
ranged touch attack: 1d20 + 3 ⇒ (19) + 3 = 22
Effect: entanglement, DC 15 Reflex save, or unable to fly!

GM Tacticslion |

The snowball, tanglefoot bag, and chakram slam into the hideous little monstocity at the same time, sticking it, temporarily, to the ceiling of the room it originated from and fled to (apparently in hopes of fleeing through the hole). It peels off after just a few moments, eyes devoid of the fire previously seen, and plops down into the - ever-so-slightly thicker - mists. The remnants of tanglefoot bag in the mists slowly unwinds and refills itself into it's own bag. A few seconds later, it's as if it were never used, sitting within the green mists of the floor.
Second Combat Completed. Congratulations: this one was much shorter/less complicated than the first. :)

Layla the Twin-Blade |

"Phew!"
Layla glances around to make sure no new threats are emerging, or no old threats re-emerging.
"Everybody okay? Uh, Stone? Ooze?"
First, Layla would ensure the head things are dead, and not being healed by the mists. She would probably do this by stabbing them with her kukri, picking them up with her kukri (being careful not to touch them), and depositing them on a nearby sarcophagus, so that they're up out of the mist.
Next, she would see if Stone and Ooze are okay, and pick up her two recently thrown chakram.
"Hey, Sunny, did you want to hold onto one of these?
If not, feel free to grab one of mine at any time!"
Then, she would join any others who might be looking around the room for anything interesting or dangerous, including any previously dead gobs that may be healing up in the mist. Based on her earlier tracking, she's expecting to find a second one down here...
Combat's done, so taking 10 or rolls below if better...
Heal: 1d20 + 6 ⇒ (12) + 6 = 18
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

Shaedo Silverpaws |

The first thing Shaedo does after combat is shake herself thoroughly. Oooh! I dislike that tingly feeling! I never wanna be frozen like that again!
She then follows any others who enter the room. She tentatively approaches her tanglefoot bag, and pokes it a couple of times. The mists healed my bag. Green... healing magic, like Lulu said. Green is the good color, the good mist! Like our Dragon said too... I think my hair was green earlier... Shaedo scratches an ear, and then she collects the bag and ties it to her belt.
Healing, singing mists in the beastie chamber... I thought this was supposed to be a bad place. Another riddle... HMMM...
Shaedo casts detect magic and takes time identifying any auras in the room.
Knowledge (Arcana): 1d20 + 3 ⇒ (18) + 3 = 21
Shaedo also observes the sarcophagi. Are there any recognizable figures from Nex or Geb's history?
Knowledge (History): 1d20 + 3 ⇒ (20) + 3 = 23
Once Shaedo has done what she can with these investigations, she also helps with searching the room in general.
Taking 10 unless roll is better.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9

"Sunny" |

Sorry I am! Had a rilly long, hard day an' am feelin' under tha' weather. :( No time ta' post atm. Will add somat when i can, honest. Much cheers ta' all.

Ceru |

Ceru stretches her limbs and stares at her fingers as she wiggles them, checking just to be sure every part of her can move again.
I don't know if I'd call the green mist a good mist necessarily... I think Eris is right, it is a force of order. It can be helpful, but would also be a source of stasis... of the inability to change... that's not always a good thing, as those of us who were paralyzed can recognize!

Dijiron |

Yet another mystery to solve in this strange land. Perhaps we can collect it. Does anyone have a bottle?
Dijiron begins fumbling about in his armor to find one but he is unsuccessful.
Oh well, I suppose we can always come back to study it. Now then everyone, if we're all recovered, we should press on. Or should Sunny, Lulu, and I simply clear the way for you while you rest, said Dijiron in a lightly mocking tone.

Layla the Twin-Blade |

Layla gives Dijiron a somewhat withering look, but offers,
"I have two empty stoppered flasks that used to contain poison. I could try to bottle some of the mist in there, if ya think it might be helpful.
Shaedo, I think you must have an empty vial or two as well from poisinin' your caltrops, right?"
Layla would see about scooping some green mist into her two flasks.
EDIT:
Cuz GM said I should roll something for that...
Or if I can take the better of 10 or the below roll, I will...
DEX: 1d20 + 2 ⇒ (18) + 2 = 20

Vitreous "Darling" Drimplegatto |

Vitreous, lost in thought, missed his opportunity to shoot the head with flappy ears.
Hearing the call for empty vials and mist collecting, he walks right into the green mist and begins to try and scoop it into the vial.
I wonder if I could rig this mist, to be launched from my pistol as a restorative. Do you think if we dip Ooze the bearded goblin in here, it might fix him?
Rolls for bottle scooping
Dexterity: 1d20 + 3 ⇒ (5) + 3 = 8
Sleight of Hand: 1d20 + 7 ⇒ (17) + 7 = 24
Craft Alchemy: 1d20 + 8 ⇒ (8) + 8 = 16

Shaedo Silverpaws |

Shaedo's tails are a little floofed from the mention of the possibility of the green mists causing stasis. The little Kitsune clearly does not fancy the idea.
Ceru, you mean, the mists could make me all frozen again? She scampers up to the top of one of the sarcophagi, out of the mists. Climb speed 20 ft.!
Don't want that! Bad mists!
Pausing in the heights to reflect a moment, Shaedo then thinks, No, that's not right...The mists sing! They helped me release us from paralysis...
Shaedo tilts her head for a moment at Layla's request. I got's me a few empty vials! She scurries down to the floor again and begins gathering mists in empty vials.
HMMM... Riddles in riddles... Oh! Maybe... if different color mists have opposite effects, we can de-mistify other rooms with the mists from here! Tehehe!
Takin' 10 to gather the mists unelss the rolls are better.
Dexterity: 1d20 + 2 ⇒ (12) + 2 = 14
Sleight of Hand: 1d20 + 6 ⇒ (4) + 6 = 10
Shaedo is still detecting magical auras whenever her hands are not occupied, if she has not managed to do so already.

GM Tacticslion |

No one remains paralyzed, and no one becomes paralyzed again.
As several of you attempt to gather the green mists into vials, you're successful... but it's something of a pain to do so. It keeps... moving, almost as if it's trying to get away from you (though, of course, that's silly: it's actually just being moved by the air pressure your movements and body heat provide, naturally); it's like trying to get one of those annoying tiny things floating around in a sink - it just goes away from you no matter what you do.
By moving swiftly and deftly enough, however, you're able to catch it in bottles over time.
To detect magic effects, the magic of the mists is... strange. It's just... flat. Kind of boring, really. It just moves along, gently, slowly repairing whatever it comes across.
It is neither spell nor arcane... at least, not exclusively. It's just kind of... blended.
Shaedo, however, notices two things that are somewhat hard to see:
- First, there is a nearly-invisible blue haze that emits from each of you as you interact with the mists... it pushes the green away, though the green slowly tears little pieces of the blue off, whisking them away. Not enough to actually diminish the blue haze, but definitely taking pieces away.
- Second, the green haze is slowly rising. As the blue roils against the metallic bars, the green continues to filter into the room. Added to that is that what little green mist had spread up the hall has now receded... but that's barely enough to alter the thickness at all. No, the green mist is rising, though slowly.
It's about this time that, without any contact beyond the battle with the green mist, Ooze's brand new metal beard pops right off! It falls to the ground, harmlessly, and a magical aura that was hanging around him (and the beard) ceases. Stone quickly goes to acquire the beard for himself!
... but alas, it doesn't really fit a face any more, as it looks kind of shriveled and worthless. Doesn't stop him from putting it there, regardless!
Speaking of, as Layla examines both Stone and Ooze, it becomes clear relatively quickly that they're not... entirely well, physically.
Both Ooze and Stone-the-Goblin-Dwarf have 1 hit point of damage, are ever-so-slightly poisoned with a magical poison, and may be diseased... twice, if Layla's not mistaken. From what Layla can tell, they've minor bite marks and two different diseases: one causing them to have minor blue ripples across them (which seem to be somewhat retarded by the blue elements of their clothing and occasional blue back-lit flares of nearly-unnoticeable light in their eyes), and the other of which seems to be causing them to... shed?... slightly, so far. You don't recognize either of these diseases. (Unless you do - you may wish to roll knowledge checks, or have others do so for you. Remember your Lore ability, all.)
Viterous has no idea that if you could make a launchable restorative, but it'd be really funny to watch, you're pretty sure. And it certainly could work: as you've successfully launched vials before, this would be no different in practice.
It's quite possible that you could rig things so that the mist interacted with various alchemical elements to restore broken pieces, or heal others... it could be fascinating to research with more time.

Layla the Twin-Blade |

Layla examines Ooze and Stone while hopefully being careful not to touch them or catch whatever they have...
She definitely does not let them kiss her.
"Hmm... No, you guys are not totally well... In fact ya may be hurt an' poisoned an' double-diseased...."
Untrained Lore Check:
I take 10 or the following, whichever is better.
Knowledge (What the heck are these weird diseases?): 1d20 + 2 ⇒ (15) + 2 = 17
EDIT:
Got some info from GM to answer...
"Yeah, I don't think the normal type of magical curatives will help with those minor wounds of yours. I think that's what the poison does. But you should heal naturally from 'em.
However, those diseases... you might be burnin' up with magic from the inside out, or you might be transformin' into somethin' nasty ... "
GM suggests Ooze and Stone make two fort saves each, or he will, soon.

Shaedo Silverpaws |

Shaedo fishes for the mist with some frustrated foxy chuckles. It's as if the mist is alive- and doesn't want to be captured! Shaedo attempts a little lullaby to lull the mist into a flask, and manages to fill a few vials.
As she concentrates on the task she notices the little bit of blue siphoning into the green. Huh? What am I seeing?
To test her perception, Shaedo twists around to look behind herself and sweeps her tails low then high through the mists. She notices it then. Straightening herself, she turns to her companions.
I see blue comin' off of us. Does anyone else see? There is blue mist, or light falling off of us and turning green!
That's when she notices the mist seems to closer to her tails than they were before.
Aaannd... it looks like the green mists are getting higher.

"Sunny" |

Sunny frowns and frets. She doesn't want to dip her toes in the green mist and she has absolutely no idea how to help Ooze and Stone. At Shaedo's comment of the rising mists Sunny looks about for another way out of this nasty chamber.
Perception:1d20 + 5 ⇒ (9) + 5 = 14
Any direction which, of course, does NOT involve going back out side into the hideous storm.

Ceru |

Ceru shakes her head. I didn't mean the mists caused the paralysis necessarily, just that its ability I don't think could always be beneficial. It's worth using it, I just wouldn't assume what it does is always going to be good.
She looked in wonder at some of her comrades--Shaedo, Lulu, Sunset in particular. Ceru, being endlessly curious, was seen by most to be a bit naive at times, but she felt like an elder constantly fleeing the bleaching compared to them, and she wondered how old they were, or otherwise what had sheltered them so that they behaved in such a childlike manner. Indeed, they reminded them of her when she was a child, getting into her father's reagents and causing all sorts of trouble, but not yet able to grasp the reality of the consequences of her actions. She wanted to trust that the Emergency General had good reason to recruit them, and hoped whatever horrors they would face in this tor would not shatter their seemingly fragile souls. Then again, they are skilled in stealth and magic, and perhaps they are not as they appear. Indeed, they are probably quite clever and savvy, and all this talk of everything having colors and chasing gas must be for show, she reasoned, and put her concerns to rest. The rest of the group were all keen and focused and so they all must be, in reality.
Turning to matters of far more significant concern, Ceru pads over to Layla. "Would some antiplague help them fight off the disease? I've got two vials..."

Dijiron |

For clarity's sake, I would like to say that the paralysis came from the scream of the Vargouille, though it appears that the mist may have amplified the scream. Either way, the mist does not appear to be immediately harmful. Hopefully we can press on without having to come into contact with it for long.
Dijiron attempts to smell the mist and anything beyond it.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Taq's aid another roll: 1d20 + 2 ⇒ (2) + 2 = 4
Sorry if I keep harping on the scent thing. This is my first character with the ability and I've heard it can be really useful.

Vitreous "Darling" Drimplegatto |
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After gathering several vials of the mist, Vitreous takes a really deep breath of it and then holds it in for as long as he can, then tries to blow smoke rings with it. For a moment, he is tempted to dip his cheese pipe in the mist, but then quickly reconsiders as he doesn't want the mist to ruin it, by changing it back to whatever it was before it became a pipe...
Where to next? Maybe next time I'll get to actually fire my new pistol and not just the launcher.

Layla the Twin-Blade |

In response to Shaedo's mist observations, Layla responds,
"I think Amita said somethin' like, we have enough blue in us we should be okay with the green ... I assume she meant that blue stuff that we ate an' was rubbed on us in trainin'. But if the blue is comin' outta us an' joinin' the green, then maybe we should hurry up an' not spend too long in the green, in case it uses up all our blue, so ta speak."
Layla shakes her head, not quite sure what she just said, but pretty sure it made sense.
Layla then responds to Ceru's antiplague offer for Stone and Ooze,
"Sure, if you're willin' to use 'em up, those could definitely help."
Layla would quickly look around the rest of the room a bit for any secret doors or anything using recent perception check.
"Do you guys think we should be lookin' in all those closed pots an' sarcophagi, or jus' leavin' 'em be? Could be some neat stuff, but could also be more beasties, or jus' nasty."
If no other exit is found except the passage out into the storm, and if the group either decides not to open the pots and tombs or finds nothing threatening in them, Layla would then encourage the others to hurry back out to the main hall the way they came, reminding them to take care with the caltrops.

GM Tacticslion |

Shaedo, I intended - and had even written - in my previous post, information from your Knowledge (history), but it was over-written and deleted. My apologies for missing that.
Vitreous, I'm glad you like your pipe. ^-^
All of you that attempt to do so can, eventually, with effort (and maybe assistance from others) managed to get vials of green mist.
Originally a sacred burial chamber used by the native peoples, it was turned into an mausoleum by the country of Nex when they moved in. When Geb first took over, the dead corpses and bones - preserved by Nexian magic - were perfect fodder for raising more undead hosts. The citizens of Nex, of course, took umbridge as this, and transformed this from a normal mausoleum into a (honoring) butchering place and mausoleum to neatly sever the corpses before storage, preventing zombies. So Geb (when they returned to charge) began creating flesh golems. Nex responded in their next conquest by changing it into an ossuary: actively and rapidly processing the bodies into bones so that no more zombies or flesh (or corpse) golems could be created from their honored dead. Of course, then, when Geb took over the next time, it just gave them the tools to make zombies or refined skeletons. Separated skeletons by Nex gave rise to Bone Golems by Geb. Eventually Nex began using the ossuary to turn all the bodies into bones, and grinding the bones into powder. In response (just to be petty) Geb spent ludicrous amounts to "permanently" unhallow and desecrate the place (and defacing the walls) as well as installing advanced corpse-processing equipment for necromantic purposes... the first of which, of course, was undone, but at an equal expense, and the latter two of which were actually used by Nex (some of it even making its way to the fleshforges in Quantum). Eventually, it seems, when Nex abandoned this place after the war, the collapsed part of the chamber, denying the Gebbites anything... of course, no one has come to claim this place since, really...
In any event, it's occasionally been used as a chamber for the dead, but... mostly it's just been left alone as it's clearly creepy and full of older dead things. Might be some burial treasures left around, though.
Signs of Nexian and Gebbite construction and artistic style blending in strange ways (most notably the carved and recarved and re-recarved sarcophagi and and pots and in the buried and broken equipment in the collapsed right side of the room) are visible throughout this chamber, as well as a few older acknowledgments. It seems the bat-winged head-thing that Dijiron called a Vargouille had taken up residence on a statue that had lost its head... you're reasonably certain that's the head over there, formerly partially melted into mud and mixed with the rubble on the right-hand side of the room (away from the hole that the green mist is seeping from).
Don't worry about the scent thing. It's good to remind me, and it is quite useful... especially when dealing with things you couldn't otherwise see. :)
1d20 ⇒ 13
1d20 ⇒ 12
1d20 ⇒ 8
1d20 ⇒ 18
1d20 ⇒ 9
1d20 ⇒ 9
1d20 ⇒ 11
1d20 ⇒ 14
1d20 ⇒ 14
1d20 ⇒ 1
1d20 ⇒ 4
1d20 ⇒ 5
1d20 ⇒ 14
1d20 ⇒ 5
1d20 ⇒ 18
1d20 ⇒ 7
1d20 ⇒ 1
1d20 ⇒ 18
1d20 ⇒ 18
1d20 ⇒ 11
1d100 ⇒ 27
1d100 ⇒ 21
1d100 ⇒ 100
1d100 ⇒ 11
1d100 ⇒ 100
1d100 ⇒ 49
1d100 ⇒ 61
1d100 ⇒ 75
1d100 ⇒ 92
1d100 ⇒ 4
1d100 ⇒ 2
1d100 ⇒ 53
1d100 ⇒ 91
1d100 ⇒ 10
1d100 ⇒ 11
1d100 ⇒ 87
1d100 ⇒ 68
1d100 ⇒ 57
1d100 ⇒ 3
1d100 ⇒ 75
1d100 ⇒ 45
1d100 ⇒ 49
1d100 ⇒ 62
1d100 ⇒ 32
1d100 ⇒ 48

Shaedo Silverpaws |

About previous post: gotcha', thanks GM! ^-^
Shaedo shudders a little at the thought of the mist taking all of the blue the dragon gave them. She climbs onto a wall on the side of the room, and leans into a corner.
I think I have heard stories about this room before! She cries out suddenly over telepathy. There are legends, popular around the area of Nex and Katapesh, the Thrice Defiled Tomb, the Eternal Servant Kings... they describe a room where ancient faces blend and the dead lead many lives. I think they're all about this place. This place was a tomb, that Geb stole from Nex, then Nex from Geb, over and over...
Shaedo goes on to share what she knows, so consider her tab above to be knowledge shared with the group.
There may be left over shinnies and things in the sarcophagi, though we should be careful.. for traps, and not to wake up any dead people.

Vitreous "Darling" Drimplegatto |

"Treasure is good, maybe this interesting mist has improved some burial goods. Let's hurry and search through these sarcophagi." With that Vitreous starts to lift or push the lid off the nearest sarcophagi.
Strength: 1d20 + 1 ⇒ (14) + 1 = 15
Perception: 1d20 + 5 ⇒ (20) + 5 = 25 to find anything in the sarcophagus

"Sunny" |

"Oh! Shiny!" Suny exclaims before skipping over and helping out examining the carved boxes. (^_^)
Stealth:1d20 + 5 ⇒ (10) + 5 = 15
Perception:1d20 + 8 ⇒ (19) + 8 = 27
Using her longer arms for better leverage at lifting the lids... Not just pushing them off to go clattering and banging on the ground. :)

Dijiron |

Dijiron snout twitched as a puzzled look spread across his face. Strange. This one doesn't smell quite the same as the others. Somehow...fresher? Someone help me open it He wander over to it making it clear which one he is talking about.

Ceru |

Ceru nods at Layla and after some rifling, pulls forth the vials of antiplague, handing them to the ranger. "It's... probably better you administer them," she says, looking nervously at the two goblins.
Then, she notices people are opening things. Apparently having already entirely forgotten her despair at what happened the last time she opened something, she scampers over, ready to help.
Aid Another Detect Traps: 1d20 + 9 ⇒ (18) + 9 = 27

Layla the Twin-Blade |

Layla accepts the two vials of antiplague from Ceru. She scrunches up her nose at the two diseased and not-right-in-the-head goblins, but figures that they are her allies after all, and Amita must have trained them for a reason.
"Alright, Stone, Ooze, open up your mouths and tilt your heads way back and stay still!"
If they comply, Layla carefully pours an antiplague down each of their throats without touching them, taking 10 on heal or dexterity or intimidate if necessary.
Once this is done, she heads over to help Dijiron open the sarcophagus, and only now notices the tracks heading to it but not away from it. She would send out a silent mental alert:
"Hey, everyone, I bet there's a gob hidin' in this here sarcophagus! Unless he died from hunger in there in the last couple weeks or so. Get ready to attack when we open it! Although we might wanna subdue him instead a' killin' him at first to get some information from 'im!"
Layla readies to take ten on strength to assist in opening the sarcophagus near Dijiron once everyone is ready.
GM notes that I should roll a disable device check since I find the sarcophagus locked. I try taking ten...and enlist Ceru's aid and tools if needed.

GM Tacticslion |

1d2 ⇒ 2
1d11 ⇒ 11
1d4 ⇒ 3
Layla administers the antiplague to the two goblins - it tastes like delicious apples. They seem to respond well, Layla thinks, and should be fine, though, of course, only time will tell for sure.
After a thorough search, there are no obvious traps to be found, and no other exits present themselves. And so the looting begins (though, in gnomish gunslinger terms, it began before really looking for traps at all).
Within the pots, you generally find lots of sand, dust, and ash: the remains of the dead.
Within the sarcophogi, it's much the same. However, in one sarcophogus, there is a withered goblinoid corpse (looking like a "normal" kind of gobbie to Layla) dressed in rags and still clutching a gnarled staff, covered in cobwebs and dust. After a few tense moments, it becomes clear that the skeletal form does not jump out at you at this time. The staff glows with a faint magical aura.
In another sarcophagus, you find what looks like the decapitated body of a dwarven adventurer shoved in the side of the sarcophagus next to a few more neatly stacked orc corpses that are in a much more advanced state of decay - most are purely bones, and older than the goblin corpse from before. While most all of their gear has decayed into worthless junk, pleasant, you notice that two pieces have escaped the ravages of time: the dwarf has a gaudy ring slowly cycling through the colors of the rainbow, and a spring-loaded wrist sheath in excellent condition, both detect of magic.
You also find various bits of inexpertly crafted jewelry apparently fashioned predominantly for small or medium humanoids from rough iron, bone, and worked course rock; your members with Appraisal skill can tell you that lot of them are, together, worth about total of 12 gold, 3 silvers, and 3 coppers scattered about within the pots and boxes and niches.
The sarcophagus that Dijiron discovered seems... locked, somehow*. Layla (and Ceru?) quickly un-jigger the "device" (more a crude hook made of weak materials) to open it.
The sarcophagus lid opens, and the first thing you notice is the light sickly blue haze clinging to the highly unhealthy-looking... uh... "goblin" - at least, Layla's pretty sure that's what it used to be - in the sarcophagus. It bears disgusting armor that smells terrible (though still "cleaner" than the nasty head-things) and is clearly suffering from advanced states of disease, starvation (you notice several highly-chewed leather bags), and dehydration (oh - those used to be water-skins)... yet it still lives. It weakly looks in your general direction, moans...
The blue haze dies away, quickly, being dissipated by the air itself, no longer forced into confinement with him, and being scattered by the green mists on the floor it floats to below.
Roll any checks you want to at this time.
* I asked Layla to roll this in advance. Thanks, Layla: makes things run a bit more rapidly.

Layla the Twin-Blade |

So, a magic staff, ring, and wrist-sheath that our magic-type-peeps will probably want to roll Spellcrafts to try to identify and then distribute to whoever can use them...
Approx. 12 gp worth of jewelry...
And one diseased enemy gob...

"Sunny" |

At work
Sunny looks closer and says,
"Awe... poor lil' bugger. .."
Perception:1d20 + 5 ⇒ (19) + 5 = 24

Layla the Twin-Blade |

Layla leans over the open sarcophagus containing the sickly, moaning goblin.
She splashes a bit of water over it's face/mouth from her waterskin as she speaks in a harsh voice in the nasty goblin language:
Intimidate : 1d20 + 6 ⇒ (19) + 6 = 25
"Hey, you, gob! Listen up! You better be talkin' if you want any kinda mercy!
Who's in charge here? And why did y'all come to Hightower? And what's up with all the blue?"
Layla would mental a common-language version of the questions she asked to her allies and also ask them,
"Does anyone else have another question they want me to ask him?"
Layla would add any other reasonable questions suggested by the group, and appraise the goblin's ability to answer, perhaps adding more water...
Heal: 1d20 + 6 ⇒ (16) + 6 = 22

"Sunny" |

At Ceru's question Suny scratches her head,
"Well... I be thinkin' through tha' door an' then, y'know, closein' tha'...." Her words come to a stop as she realizes that's not quite what Ceru meant. She blushes and looks suitably chastised.
"Um... Well, less see now..." She begins musing to herself, one bare, brown foot absently rubbing against the back of the other leg moving blue glow against green as she does so,
"We know he's prolly with tha' other Gobbies. Plus... he were prolly runnin' from tha' head thingys... Hmmm..." Suny snaps her fingers.
"OH! I know! Be askin' him how long his mates have been runnin' about tha' place!" (^_^)

Shaedo Silverpaws |

After helping with much of the looting, and then returning to the walls, Shaedo watches as the sarcophagus is opened, from above, perched on the over-looking wall. Soon she sees the goblin exposed.
EEeeeewww... I think 'sacrophagus' means sumthin' like "flesh eater" in ancient Thassilonian. Now I see why...
Shaedo then speaks in goblin, very nonchalant, "Should we even bother with this one? We already got rid of all the beasties and undead in this part of the tower. What could be so scary in here that a gob would hidey-hide in a stoney box?"
Shaedo winks at her allies from above.
Bluff: 1d20 + 9 ⇒ (9) + 9 = 18

Vitreous "Darling" Drimplegatto |

Vitreous (who doesn't understand goblin) trying to sound threatening says "derftul groggghns birftch squark" Then very casually leans over the sarcophagus and points his pistol at the strange goblin.
To the group mentally I think the mists have broken our language, suddenly everyone is talking in gibberish.
Intimidate: 1d20 ⇒ 11 To aid in the the intimidation attempts.

Layla the Twin-Blade |

"Some of us be speakin' the nasty goblin language, Vitreous,
soze this li'l bugger can be understandin'.
An' Ceru,
Sunny's basically right.
Six gobs came in here a couple weeks back, an' only four left.
One got ate up by the heads, an' this one seems to've hid out in here."
Layla decides to combine Shaedo's line of reasoning with Sunny's question to the gob in goblin:
"Now, Gob, the fox is right, we terminated all the other threats in this room, so the only threat ya hafta worry about is us, an' if ya don't want us ta terminate you, too, ya better be tellin' us, how long have you an' your Gobbie friends been here in Hightower, an' why?"