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"Norine, if you are trying to insinuate that a warrior or my stature would soil himself over a few undead, you clearly think less of me than you should. Keep it up, and I might ask you to start reaching things for me." chuckles Mez, trying to force a bit of levity into a terror filled mission.

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"Well, I don't know about you, but at least we are wearing scarves over our noses!" Ah, the 'humor of the bath room' translates better than any other, I think.

GM Alice |

Mez puts his ear to the door but can hear nothing beyond but the same throbbing, distant sound of tribal wardrums and the screeching of howler monkeys that seems to dance about everyone's mind the moment they try for peace and quiet. Signalling the all-clear, he opens the door and leads the group inside.
A large placard hangs above the entryway to this hall, not dissimilar to the one above the west exhibition; it reads "Hunting the Beasts of Legend" in great block letters. This gigantic chamber is relatively free of mist, and darkness is held at bay by braziers of radiant light, although tendrils of it gush in from behind you as if greedy to consume the empty air beyond. Towards the north are two doors leading to the storage and bathrooms, according to your map of the premises.
Behemoths occupy these halls, great taxidermy nightmares such as a two-headed bear easily taller than an ogre; a great desiccated beetle, its carapace larger than the face of the clock tower of Absalom's Clockwork Cathedral; a massive species of chimera, its jaws open in a mock roar; and an assembled skeleton of a tyrant lizard. The walls here are studded with strange masks, staves, spears, and other implements of long-forgotten cultures, most likely used in ritual hunts of the beasts preserved here.
You nervously eye up the towering monstrosities, prepared for the preserved beasts to come alive as the undead had in the room before, but they seem... safe? Perhaps. The group tentatively proceeds inside, everyone wary for danger.
Mez and Targost notice something strange as they move through to the centre of the room--a pair of stony-faced helms on the south wall appear to be vibrating and moving about. The helms begin to crack and slough their stony outer layer, small fragments of stone crumbling away from what is within. Before they can do much more than warn their companions and prepare for the upcoming attack, the things within the helms burst free in a shower of dust and stone shard! The creatures have the shape of a blackened, bat-winged demonic head, tentacles dangling from their chins and scalps and a strange, unnatural light gleaming from their sharply-fanged mouths.
Perception
Dracothis: 1d20 + 5 ⇒ (13) + 5 = 18
Ebon: 1d20 + 5 ⇒ (7) + 5 = 12
Mez: 1d20 + 6 ⇒ (17) + 6 = 23
Norine: 1d20 + 4 ⇒ (13) + 4 = 17
Targost: 1d20 + 5 ⇒ (16) + 5 = 21
Todric: 1d20 + 4 ⇒ (1) + 4 = 5
Initiative
Vargouilles: 1d20 + 1 ⇒ (13) + 1 = 14
Dracothis: 1d20 + 2 ⇒ (9) + 2 = 11
Ebon: 1d20 + 4 ⇒ (10) + 4 = 14
Mez: 1d20 + 2 ⇒ (15) + 2 = 17
Norine: 1d20 + 2 ⇒ (18) + 2 = 20
Targost: 1d20 + 4 ⇒ (15) + 4 = 19
Todric: 1d20 + 5 ⇒ (6) + 5 = 11
Initiative: Norine | Targost | Mez | Ebon | Fiends | Todric | Dracothis
OOC
Mez and Targost can take an action in the surprise round BEFORE the below action happens.As a side note, the +5 notation specifies how high up (in feet) the fiends are. The ceiling in this hall is 50' in height.
The fiends open their distended mouths far wider than should be possible and let out a blood-curdling shriek!
Please make two DC 12 Fortitude saves.
You are paralysed for 2d4 ⇒ (4, 4) = 8 rounds or until the monster attacks you, goes out of range, or leaves your sight.

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Fort Save: 1d20 + 1 ⇒ (1) + 1 = 2
Fort Save: 1d20 + 1 ⇒ (19) + 1 = 20
Knowledge (Planes): 1d20 ⇒ 4
Tod feels his body grow stiff, and he is unable to move. He tries to remember something about these creatures, but he's too much in shock to think of anything.

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1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 131d20 + 4 ⇒ (7) + 4 = 11
Norine was about to tap Ebon on the back when a shriek startles her and a second freezes her to the spot. She is paralyzed!
Is this something 'paying me back'? If we live, I'll have to make sure Mez knows I'm joking about the whole paralysis thing... Or maybe this is for that other thing in a different life...

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Acting on reflex, Targost throws up his hand and shoots forth an acid dart at one of the creatures (blue dot).
Fort Save: 1d20 ⇒ 8
Fort Save: 1d20 ⇒ 4
Attack-Ranged Touch: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 ⇒ 4
Well I got one shot off before becoming frozen!

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Fort: 1d20 + 4 ⇒ (13) + 4 = 17
Fort: 1d20 + 4 ⇒ (5) + 4 = 9
Ebon straightens and raises his sword to the high guard position, in preparation for the attack to come.
He turns and tenses for a powerful swing.....
Hah! let them scream. I will cleave them into little bitty.....I can't move! Noooo!
Think we might be in serious trouble here. nobody's made both saves yet.....too bad I cant rage as an immediate action, just free action. X(

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Save: 1d20 + 3 ⇒ (9) + 3 = 12
Save: 1d20 + 3 ⇒ (1) + 3 = 4
Knowledge: 1d20 + 2 ⇒ (1) + 2 = 3
Seeing the beasts erupt from the stone helms, Mez calls out "Cayden protect me!"Casting Shield of Faith
As their eerie shrieks lock his limbs in place, you can see the frustration boiling in his eyes. And the player tossing the virtual dice across the room muttering things about every flippin time!

GM Alice |

In the interests of moving along, I'll make Dracothis' saves.
Drac Fort #1: 1d20 + 2 ⇒ (7) + 2 = 9
Drac Fort #2: 1d20 + 2 ⇒ (9) + 2 = 11
Wow... you guys are incredibly unlucky...
Initiative: Todric* | Dracothis* | Norine | Targost | Mez | Ebon | Fiends
* = previous round
Status
Dracothis: paralysed (7 rounds)
Ebon: paralysed (7 rounds)
Mez: paralysed (7 rounds)
Targost: paralysed (7 rounds)Fiend (Blue): 4 damage
Blue Touch: 1d20 + 5 ⇒ (16) + 5 = 21
Targost and Mez quickly cast a couple of spells, Targost's offensive, and Mez's defensive. But that doesn't stop them from succumbing to the terrible shrieking. Every Pathfinder in the room finds their hearts leap into their throats at the terrible, piercing screams... you can only watch helplessly as the fiendish, bat-winged heads swoop overhead and and come in close, their long, green tongues slurping grotesquely from their mouths.
Norine and Todric are their first victims, and they can't even scream or shudder in disgust as the things close in and forcefully press their lips against their own. They feel the unnaturally cold tongue entwine around theirs as the fiends almost passionately kiss them, breaking away after a few moments with a trail of green-tinted... "saliva"?... left to dribble out of their mouths. Norine and Todric can move now, if only to shudder profusely at the violation.
Tod and Norine, please make me a Fort save!

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Wow... you guys are incredibly unlucky...
Not really, at lvl 1 most people have a +1 to +4 fort save, which means around a 50/50 save. Most of us made one and failed one, completely average. Unfortunately one save is all that's needed to doom us.

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Yep, this combat is pretty mean. I don't consider this a "challenging" encounter from a player stand point however. There is no tactical play for us, no strategy we need to discover and use. It's roll well or pretty much die. Dangerous, very much so, challanging, not really.
EDIT: Realizing my tone may seem angry. I'm not. Frustrated at this "oh crap" moment, yeah, but mostly because I'm dreading the slobbering I'm about to get. Maybe my 12 touch AC will save the day... ;_;

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Ughh...Tod wishes he could shudder and spit right now, and he tries to forces himself to be strong.
Fort Save: 1d20 + 1 ⇒ (20) + 1 = 21
Woot! Crit the save!

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Norine's Fort save: 1d20 + 4 ⇒ (7) + 4 = 11
Norine manages to fall back into motion, but with a sick, heavy sigh, coughing out words of prayer that are probably too late, "Protection from Evil!"
I think we are doomed, too. ;-;
Didn't know if I should do myself or Ebon or Mez or ... Chose myself because I don't know if there is another way to break the paralysis, even though I've already been something'ed ...

GM Alice |

Initiative: Todric* | Dracothis* | Norine | Targost | Mez | Ebon | Fiends
* = previous round
Status
Dracothis: 5/9 HP
Ebon: paralysed (6 rounds)
Mez: 8/12 HP
Targost: paralysed (6 rounds)Fiend (Blue): 4 damage
Fiend (Red): 5 damageMap Note
The red fiend is currently flying 5' above Todric.
Damage: 1d4 ⇒ 4
Blue: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d4 ⇒ 4
Todric channels his outrage into stabbing the flying head right in its chin, black ichor spitting from the wound he produces. Norine doesn't feel so well, to be honest, but she calls up a spell to protect herself from the evil things.
Seemingly happy with their first round of make-out sessions, the demonic heads swoop onto other targets, gnawing down upon upon Mez's neck and Dracothis' left arm and gouging out a nasty chunk of flesh while they're at it.
Mez and Dracothis, please make a DC 12 Fort save. You two are also now no longer paralysed.

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I have little to offer you, Mez, but a bit of "Protection from Evil!", desperately counting on her own protection to allow her to both cast and touch the Inquisitor unmolested as she steps close to the big Shoanti.
I just realized I blew it and didn't use the mini-buffs that we got before coming into the room. The smallest of buffs but the biggest of mistakes. Oh well... :P

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Save: 1d20 + 3 ⇒ (18) + 3 = 21
As movement returns to Mez's limbs, he shivers slightly over the vile assault he witnessed. Stepping to a side Flanking with Norine he thrusts at the floating head, skewering in it's oversized mouth.
Attack: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d6 + 3 ⇒ (5) + 3 = 8

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Oh, I assumed if it bit me, it had to be within mouth range of my neck, and the 5' note simply meant it was 5' off the ground, which is around neck level.

GM Alice |

I miiight take back the comment about not flanking after some reading, because in retrospect I'm not 100% sure. However, I'm sort of dealing with things in cubes at the moment (since we're dealing with flight). It's 5' above the roughly 5' cube you (and everyone else) exist within, and is attacking either directly down or diagonally down. Ugh, 3D combat is a pain to describe.
Like this, if you follow my crappy MS Paint drawing. +0 is basically the 2D battle mat where you mostly stand. +5 is the area between 5ft-10ft. Orange is the fiend, red is a PC on the ground. Looking at the image again I totally messed it up but I hope you can get the general gist of it. XD

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Fortitude save: 1d20 + 2 ⇒ (13) + 2 = 15
Now able to move freely, the half-elf draws his rapier and returns the favor to the fiend that bit him.
Rapier attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

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Yeah, it is a pain. I've just avoided that kinda thing. It's either using range and flying outside of melee range, or using melee and functions like a land based character. I'm hoping for flanking, because I don't think a 13 will hit, lol.

GM Alice |

James Jacobs thinks they would be flanking, and I respect his rules-fu usually, so you're in luck!

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Actually, I was hoping that the Protection from Evil spell would protect me from their physical attacks. But, I misremembered the spell: "Third, the spell prevents bodily contact by evil summoned creatures." OH! Oh, well... lol
I probably also incurred an AoO then for touching someone else with the Protection from Evil spell...

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Also, I had intended to take a 5' move into Ebon's square, thinking it would be possible because he is 'helpless'. If not, no problem.

GM Alice |

You can't move into his square - even moving through his square is more difficult than usual. (source)
2d2 ⇒ (2, 1) = 3
Red: 1d20 + 5 ⇒ (4) + 5 = 9
Blue: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 ⇒ 3
Initiative: Todric* | Dracothis* | Norine | Targost | Mez | Ebon | Fiends* = previous round
Status
Dracothis: 5/9 HP
Ebon: 11/14HP
Mez: 8/12 HPFiend (Blue): 12 damage
Fiend (Red): 5 damageOOC
Moving for Todric.Map Note
The blue fiend is currently +10 ft. above you, putting it out of range of normal melee weapons (reach weapons will still hit though).
Tod Rapier: 1d20 + 3 ⇒ (9) + 3 = 12
Todric and Dracothis both attempt to stab at the winged fiend with their rapiers, but the dastardly thing swoops down under the bards' attacks and veers off sharply to the right, its skill in the air too hard to deal with. Norine casts her protection spell upon Mez, quick to duck out of the way of its gnashing fangs as she does so. Mez, meanwhile, takes the opportunity to sidestep behind it and jab it right in the jaw as it turns back to face him. It screeches angrily as the black blood-like substance gushes out of the terrible wound in its mouth.
The badly injured creature shudders away from the divinely protected duo, instead taking a chomp out of the Shoanti's unprotected back before winging it directly upwards. (Ebon takes 3 damage.) The other, convinced its attackers couldn't hit the broad side of a barn, decides to try its luck inflicting Targost with a deep... passionate... and green-tinted saliva-dripping kiss. The half-elf finds he can move once the winged head pulls away from his mouth, although he probably wishes more that he couldn't remember that...
Tod and Dracothis, you guys can make an AoO on the red fiend as it tries to kiss Targost.
Also, Targost and Ebon, please make a Fort save. Everyone is un-paralysed now, so have at it!

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Would I also get an AoO as it tries to kiss Targost?
Shillelagh AoO attack: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 1 ⇒ (1) + 1 = 2
It seems that I can move every character but Norine, so please move me two steps left and one step up, where I will attack the red mask-creature.
Shillelagh attack againt Red: 1d20 + 2 ⇒ (14) + 2 = 161d4 + 1 ⇒ (4) + 1 = 5
Edit: Ah, I see about the AoO. Of course.

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Ewwwww....gross!! French kissed by a bat head!!!
Fort Save: 1d20 ⇒ 15
Now that he is free of the creatures paralytic power, he quickly tosses a magic missile at the fiend (blue one)
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

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Mez stick his rapier into the floor and pulls out his shortbow, letting an arrow fly up toward the flying head. Unfortunately, in his rush to get a shot off, the arrow sails right past the beastie and lodges in the ceiling.
Shot: 1d20 + 2 ⇒ (8) + 2 = 101d6 ⇒ 2

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Taking the AoO
Rapier Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Rapier Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Dracothis swings wildly as the flying head passes his position, hoping to score a hit against the agile fiends.

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fort save: 1d20 + 4 ⇒ (17) + 4 = 21 +2 if allowed to rage, if not then raging before my actions
" Ha! better a bite than a nasty KISS!"Shouts the frothing barbarian. " Come back here!"
Leaping up he takes a swipe at the risen head.
acrobatics: 1d20 + 5 ⇒ (17) + 5 = 22 Bummed that str doesn't do jump anymore.
attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16
a 20 clears a 5' vertical so I should be able to hit the flying mook. I hope. XD

GM Alice |

Status
Dracothis: 5/9 HP
Ebon: 11/14HP
Mez: 8/12 HPFiend (Blue): Dead
Fiend (Red): Dead
Dracothis AoO: 1d20 + 2 ⇒ (9) + 2 = 11
Todric AoO: 1d20 + 3 ⇒ (13) + 3 = 16 1d6 ⇒ 2Todric and Dracothis continue their assault on the fiend hovering above them, both landing a couple of good stabs in its chin and left wing. Norine finishes it off with a rather sickening whack with her shillelagh, sending it careening into a nearby stuffed mammoth and being pierced through on one of its ivory tusks.
Targost peppers the flying creature with a magic missile, much more accurate than Mez's clumsy, hurried arrow. The mighty barbarian, awoken from his slumber, roars as he leaps into the air and cleaves the final beast in twain.
Combat over

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"That was a good fight, but I fear I am losing - or have already lost - a bigger one," Norine says with a sigh, holding in her hand a clump of green hair from her head. "Hopefully, I'll last until we can finish this and find a healer much better than I."
"This is how you activate the wand," Norine shows everyone (or tries to) the proper word and motions.
Cure Light Wounds (Wand), Dracothis: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds (Wand), Ebon: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds (Wand), Mez: 1d8 + 1 ⇒ (7) + 1 = 8
Wand of Cure Light Wounds (43/50 charges remaining)
Norine then steps to each door, first the storage room and then the lavatory, for a couple of minutes each.
Perception 24 on a take 20.
If I can last 'til morning, I may have a chance - after all, we were the best they could find at this time of night for this job... But is this a disease, a poison, a curse, or another enchantment?

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Heal check: 1d20 + 2 ⇒ (13) + 2 = 15
In between Norine's checking of the doors, Mez looks her over, asking how she feels and racking his brain to think of what may be happening to her. "I agree, we should hurry." and Mez does his part of the assigned buffing in prep for opening the door.

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"I too will need further medical aid, I fear" Targost says, holding clumps of his hair in hand. He looks over to where Norine is standing and smiles.
Targost will detect magic on the items in this room..just to make sure more nasty surprises are not hiding somewhere

GM Alice |

Int: 1d20 ⇒ 17
Mez isn't quite sure what's going on with Norine and Targost. However, he's fairly sure it has something to do with those damned things' extraplanar germs. It's definitely some kind of disease, just of the sort that he's never seen before. Oddly enough, when feeling along their chins and scalps, he can feel something beneath their skin that really shouldn't be there--some kind of protuberance that has yet to break through the skin. He realises with some horror that the protuberances are at roughly the same distance apart as the tentacles on the fiends' heads...
Norine can hear nothing from the door leading to the storage. However, she hears a loud, mad cackling coming from the bathrooms.
Targost detects nothing magical in the immediate area.

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Norine smiles back at Targost. "So, Mez, you're saying I am going to have to start shaving?" Enough self-pity, back to humor!
"There's a mad cackling coming from the lavatory, but I hear nothing from the storage room, though 'quiet' has so far meant 'bad'. I think we should check the lavatory first since there may be a rescue, perhaps ready with the scroll which may remove the curse of madness?"

GM Alice |

Mez looks beyond the door of the bathrooms in his usual way. It appears to him that the public restrooms are for use by the general public. Several stalls are here and a huge cesspool below collects the offal. The stench of sewage battles the cold of the mist, but through the haze can be seen smears of blood across the floor, walls, and ceiling, as well as the doors of several stalls. A pair of broken glasses splattered with blood lies in front of one of the stalls.
A pudgy, bald human man sits against the west wall of the restrooms next to a hand-washing basin. He wears a simple guard's outfit that is currently stained with blood; the same crimson liquid is splashed all over his hands and face as well. Judging by his bulging muscles and crazed state, you strongly suspect he is affected by the mists as the scribes were.
The fog swirls and lifts for a moment, and you spot the rather gruesome sight of a man's decapitated head sitting in the sink beside the crazed guard.

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”Well Tod, Looks like you’ll get to use that song.” says Mez as he explains what he sees. ”If you get ready to sing, I’ll open the door so hopefully you can calm the man before he adds you to his head pile. I’d say break a leg, as is customary, but we’re having enough troubles without you going lame.”
Assuming Tod agrees to the plan, Mez will open the door whenever the bard is ready.