
Yrsa Fallston |

Yrsa squares herself up with the cultist in front of her. With a swift swing she slices the robes as he darts aside, then brings the blade over her shoulder for a swift death.
targeting cultist 4
slice!PA: 1d20 + 8 ⇒ (7) + 8 = 15
slice!!!PA: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 2d4 + 14 ⇒ (2, 2) + 14 = 18

DM medlii |
Bosch finds another easy target and kills the second cultist. Yrsa's falchion slices another in two. Between Tessa's flames and Typhon's flashing daggers, the cultist on the catwalk falls. The remaining cultist on the ground slices at Yrsa with his long scythe but misses. Up above, the cultist fighting Roscoe manages to score a hit and gashes the dog's leg.
Trey's holy energy washes over the undead. They shriek and howl in pain as the divine energy burns them. The zombies lumber towards her, ignoring other targets in their path.
Zombies 1 and 2 are provoking attacks of opportunity from Yrsa, Bosch, and Trey. You may attack both if you have the feat combat reflexes.
Initiative order: Bosch & Roscoe, Trey, Yrsa, Typhon, Tessa, Enemies (bad guys just went so back to the top!)
Zombie 1 will save: 1d20 + 3 ⇒ (9) + 3 = 12
Zombie 2 will save: 1d20 + 3 ⇒ (10) + 3 = 13
Zombie 3 will save: 1d20 + 3 ⇒ (12) + 3 = 15
Zombie 4 will save: 1d20 + 3 ⇒ (17) + 3 = 20
C6 vs Yrsa: 1d20 + 4 ⇒ (13) + 4 = 17
C5 vs Roscoe: 1d20 + 4 ⇒ (20) + 4 = 24
Dmg to Roscoe: 2d4 + 2 ⇒ (2, 2) + 2 = 6
Cultists wearing beggar robes
AC 18, touch 12, Flat-footed 18
Fort +7, Ref +0, Will +5
CMD 13
#1 - dead
#2 - dead
#4 - dead
Zombies
AC 12, touch 10, flat-footed 12
Fort +0, Ref +0, Will +3
CMD 11, DR 5/slashing
#1 - 14 dmg taken
#2 - 14 dmg taken
#3 - 14 dmg taken
#4 - 7 dmg taken

Bosch Glasthane |

Bosch focuses on keeping the zombies from Trey as best he can.
AoO vs #1: 1d20 + 11 ⇒ (15) + 11 = 26
2d6 + 12 ⇒ (5, 3) + 12 = 20
Attacks will move in the zombie's numerical order
Attack 1: 1d20 + 11 ⇒ (5) + 11 = 16
2d6 + 12 ⇒ (1, 5) + 12 = 18
Attack 2: 1d20 + 6 ⇒ (16) + 6 = 22
2d6 + 12 ⇒ (6, 1) + 12 = 19

Trey Merosa |

As zombie (#1) passes by Trey, Trey bats at it with her staff but the end result is nothing.
attack Aoo: 1d20 + 5 ⇒ (17) + 5 = 22
damage w/DR: 1d6 - 5 ⇒ (1) - 5 = -4
concentration DC 17: 1d20 + 10 ⇒ (2) + 10 = 12
Trey tries to muster the strength to push Sarenrae's light into the undead. but again to no avail. and the magic isn't enough to give a glimmer of hope.
frustrated she backs up whispering a prayer to the Dawnflower to protect her from the undead blight.
5' step back loose CLW spell failed concentration check

DM medlii |
Three first zombie falls to Bosch's sword. Only one zombie and two cultists remain!
Initiative order: Bosch & Roscoe, Trey, Yrsa, Typhon, Tessa, Enemies
Cultists wearing beggar robes
AC 18, touch 12, Flat-footed 18
Fort +7, Ref +0, Will +5
CMD 13
#1 - dead
#2 - dead
#4 - dead
Zombies
AC 12, touch 10, flat-footed 12
Fort +0, Ref +0, Will +3
CMD 11, DR 5/slashing
#1 - dead
#2 - 14 dmg taken
#3 - 14 dmg taken
#4 - 7 dmg taken

DM medlii |
Haven't heard from Yrsa so here goes.
Yrsa swiftly slices through the cultist after Tessa incinerates the last zombie. Only one cultist remained on the catwalk, swinging his scythe at the dog and missing.
Cultists wearing beggar robes
AC 18, touch 12, Flat-footed 18
Fort +7, Ref +0, Will +5
CMD 13
Only #5 remaining, no dmg taken
Yrsa attack on Z4: 1d20 + 8 ⇒ (14) + 8 = 22
Cultist attack on Roscoe: 1d20 + 4 ⇒ (5) + 4 = 9
Yrsa dmg: 2d4 + 14 ⇒ (2, 4) + 14 = 20

Typhon B'Ru |

On his turn...
" Shoulda left Roscoe alone."
Ty grins as he attacks the cultist.
attack with flanking#1: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 1d4 + 2 ⇒ (3) + 2 = 5
sneak stab: 3d8 ⇒ (6, 7, 3) = 16
attack with flanking#2: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 1d4 + 1 ⇒ (3) + 1 = 4
sneak stab: 3d8 ⇒ (5, 6, 3) = 14
Wow. dice roller thingy sucks. In the games I'm in, the last four attack rolls have been 1,1,2 and 3.....O^o
His grin fading as the cultist dodges his attacks with ease.

DM medlii |
The cultist is too busy dodging Typhon's blows to notice Roscoe. The dog forcefully knocks the cultist to the floor. He does not get up.
Now that the sounds of fighting stop, all you can hear are the bubbling sounds coming from the vats. The stench of the green-brown slurry mixes with the scents of blood and burned flesh. Despite the cultists running to alert others at the beginning of the fight, only the zombies came to help from the wooden door to the south. You do not hear the sound of anyone else responding to the alarm that had been raised.
Trey recognizes the figure in the mosiac on the ceiling. It depicts a half-corpse woman in black veils dancing among fields of the dead. It is clearly Urgathoa, goddess of disease and undeath. She is commonly depicted as a beautiful woman - from the waist up. Her lower half is typically a bloody skeleton.
1d20 + 11 ⇒ (15) + 11 = 26
It really seems like the dice are hit or miss sometimes :/

Trey Merosa |

With the fighting over, Trey moves to the center of the room. she soon finds herself examining the ceiling.
Holding her holy symbol close to her heart, Urgathoa is all she mutters not very loudly.

DM medlii |
Bosch finds that the small room the zombies had come from contains little more than barrels of water, kindling, and long stirring poles. The room's walls are earthen, not plaster and stone like the other rooms in this underground complex.

DM medlii |
This room seems to be similarly uninteresting. The southeastern corner of this otherwise empty room seems to be unfinished—a large mound of rubble fills the corner.
It's just a 10 x 10 foot room, I'm not going to add it to the map. Where to next?

DM medlii |
The reek of burning wax wafts through this morbid chamber, with several tall, misshapen candles being the apparent source. Workspaces strewn with tall beakers of foul-colored liquids, parchments covered in insidious symbols, and cages of whimpering rodents fill large alcoves in both the northern and southern walls. A pair of huge stone doors hang ajar to the east, revealing a long hallway leading further into the dark. At the room’s center stand four large, cylindrical glass vats, each filled with a bubbling emerald fluid that tints the chamber’s light a noxious green. Within each suspension floats a malformed abomination— something part man, part angel, and part horse—things of half-formed muscle with dead, fleshless equine skulls. Three of the forms are motionless and still, but the fourth twitches now and then with life.
Trey does not recognize the strange, vaguely human-shaped beasts in the cylindrical glass vats. They have a horse’s skull for a head, a pair of hooves, and the rotting wings of a carrion bird.
Two priests of Urgathoa are ready and waiting with their scythes. "You will not reach Lady Andaisin alive," one sneers. They charge Bosch. Their scythe blades flash eerily in the green light. But their weapons clatter harmlessly off of his armor.
Initiative Order: Enemies, Trey, Bosch & Roscoe, Typhon, Tessa, Yrsa
Please feel free to place yourselves differently outside this room if you'd like.
Trey kn: planes: 1d20 + 5 ⇒ (3) + 5 = 8
Bosch & Roscoe: 1d20 + 3 ⇒ (11) + 3 = 14
Typhon: 1d20 + 5 ⇒ (4) + 5 = 9
Trey: 1d20 + 1 ⇒ (19) + 1 = 20
Tessa: 1d20 + 5 ⇒ (1) + 5 = 6
Yrsa: 1d20 + 1 ⇒ (1) + 1 = 2
Enemies: 1d20 + 3 ⇒ (20) + 3 = 23
#1 attack vs Bosch: 1d20 + 5 ⇒ (1) + 5 = 6
#2 attack vs Bosch: 1d20 + 5 ⇒ (13) + 5 = 18
Cultists of Urgathoa x2, none have been damaged
AC 16 temporarily while charging (18), touch 12, Flat-footed 18
Fort +7, Ref +0, Will +5
CMD 13

Trey Merosa |

The initial charge of the priests failed to completely catch Trey unawares this time. but her energies are running thin, she step back from the open doorway and with a short celestial prayer, a wave of Sarenrae's light washes over the party.
cast Bless
Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Roscoe/Woscoe |

Bosch deflects the scythes and then steps aside, revealing and angry Roscoe.
Targeting number 1
Bite: 1d20 + 10 ⇒ (19) + 10 = 29
Trip: 1d20 + 10 ⇒ (16) + 10 = 26
1d6 + 6 ⇒ (2) + 6 = 8
The hound promptly ripped the cultist from its feet and taking a chunk of meat with him.

Bosch Glasthane |

As Roscoe pulled the misguided fool to the ground, Bosch hefted his greatsword and dropped it twice with the dispassionate air of an executioner.
Targeting number 1 (Now prone)
PA 1: 1d20 + 10 ⇒ (5) + 10 = 15
2d6 + 12 ⇒ (5, 1) + 12 = 18
PA 2: 1d20 + 5 ⇒ (15) + 5 = 20
2d6 + 12 ⇒ (1, 5) + 12 = 18

DM medlii |
Only one of the cultists remains standing after Bosch & Roscoe's brutal attacks and Trey's blessing.
Initiative Order: Enemies, Trey, Bosch & Roscoe, Typhon, Tessa, Yrsa
Cultist of Urgathoa (one remaining)
AC 16 temporarily while charging (18), touch 12, Flat-footed 18
Fort +7, Ref +0, Will +5
CMD 13

Typhon B'Ru |

Rolling around the corner like thunder, Ty slams his dagger into the cultist.
" No. More. Experimenting. On the poor."
single attack with flanking: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 1d4 + 2 ⇒ (2) + 2 = 4
sneak stab: 3d8 ⇒ (3, 4, 2) = 9
Or not.....X(

Tessa Alee |

Tessa eyes the remaining cultist warily.
Not a lot of fire left in me. A different approach, perhaps!
The diminutive gnome simply points an open hand at the cultist and clenches it into a fist. It doesn't seem to have the effect she expected, though.
casting hold person
cultist will save DC 15: 1d20 + 5 ⇒ (19) + 5 = 24

DM medlii |
Here goes nothing...
The last remaining cultist glances back at the twitching abomination in the enormous test tube. "You may kill me, but the leukodaemon will finish you off!" he says. A mad light gleams in his eyes. He takes a step backwards and starts to turn away from you as he raises his scythe.
As the cultist is about to attack the glass vessel holding the creature, Yrsa barrels past Typhon. Her falchion reflects the strange green light from the room as it cleanly slashes the cultist from shoulder to waist. "No..." the cultist gurgles. He shakes his scythe helplessly at the horrifying creature in the glass vat. Then, he stops moving.
The 'leukodaemon,' as the cultist called it, seems to be securely trapped in its enormous glass cage. It twitches and writhes occasionally. The horse-like skull that seems to serve as its head tracks you as you move about the room. Eerily, the thing does not have any discernible eyes.
Yrsa attack on cultist: 1d20 + 5 ⇒ (14) + 5 = 19
Yrsa dmg on cultist: 2d4 + 14 ⇒ (1, 1) + 14 = 16
cultist AOO on Yrsa: 1d20 + 8 ⇒ (7) + 8 = 15

Typhon B'Ru |

"What the hells is a looko daymon? That undead lookin' thingy? Why would it help him? It looks like a prisoner to me. Not that I want to free it mind you..."
Ty asks in confusion as he kicks the scythe away from the cultist, then checks to see if he still lives.

Trey Merosa |

when the last cultist falls, she is thankful that the creature in the tube was not released. perhaps it best that it stay there.
she ponders a sec as to where to go.
I think we best move on, over there, those doors. He mentioned someone named Lady Andaisin, possibly a the ring leader of this whole mess.
Trey goes to the huge stone doors and checks them out. This cult must be stopped
perception: 1d20 + 8 ⇒ (19) + 8 = 27

DM medlii |
Typhon finds that the cultists are thoroughly dead. He also notices several woven mats on the floor. Taking a closer look, they seem to be woven from human hair.
Inspecting the stone doors, Trey finds that they are not trapped and have been left ajar. Her keen eyes detect that the floor slopes slightly downward as far as she can see. She hears nothing but complete silence. A cool draft blows from the hallway. It does not have the harsh chemical smell that the air in this room or the previous room had. Instead, it reeks of human or animal offal and bodily secretions.

Bosch Glasthane |

Bosch studies the thing in the glass cage, happy that it is secure out of the way.
"Once we have secured the building we can bring this thing to the attention of the relevant authorities," he said, wiping the blood of the cultist from his blade and joining the others.
"Let's be done with this mess, I could use a good bath already."

Typhon B'Ru |

"Moving on then."
Ty will slide up near Trey, glancing back at the form in the glass tube occasionally.
Really glad it's locked in there n not out here with us...
perception: 1d20 + 12 ⇒ (20) + 12 = 32
stealth: 1d20 + 11 ⇒ (6) + 11 = 17

DM medlii |
Typhon can tell that the glass vessel is securing the creature well and it probably cannot get out on its own. In fact, there are several magical runes engraved at the base of the vessel that further prevent the leukodaemon from escaping. However, one solid blow could probably shatter the glass...
.
You pass through the stone doorway into the dark hall beyond. The floor slopes downward and the air becomes chilly. The stinging chemical scent of the previous rooms is replaced by more primal smells - blood, bile, and other bodily secretions. Finally, you find the hallway at an end.
The long hall opens into a circular chamber rising into a high dome. Seven basins jut from the walls, ensconced within evenly spaced alcoves that circle the room. Each is filled to the brim with a unique liquid corruption—blood, bile, milk, or other unidentifiable fluid. Each fills the air with its own distinct reek, creating a noxious, eye-watering bouquet. Upon the floor around each basin lie several small, empty metal boxes, each carved with images of skulls.
At the room’s center, rising from a wide pool of crystalline water, rises a golden statue of a sight both erotic and horrifying. The statue is that of a beautiful nude woman, human above the waist, but below this the figure is nothing more than a skeleton.
A lady stands before the statue, contemplating it. Her green and black dress shimmers the way a beetle's shell might. A bone clasp holds her long, black hair out of her face. Her skin is as pale as snow, as if she had never seen the sun. She turns to you with an icy smile. She might be beautiful if her demeanor was not so cold and harsh. This must be Lady Andaisin.
"And so you have found your way to me, hopeful heroes." Lady Andaisin's voice is as chilling as her smile. Her words are crisp and her tone confident. "Know that you stand before the architect of your city's death. You call this sending blood veil, yet I know it as the gentle kiss of the Pallid Princess. Your reward shall be great - choose of the seven scourges to become one with the goddess." Lady Andaisin gestures towards the seven stinking bowls.
"Those who drink, I shall only cripple, leaving you alive to enjoy the goddess as she quickens inside your flesh. Those who abstain are fools, not fit to house the divine gift. You may prostrate yourselves at my feet and I shall make your end all the more swift for it. Swifter, in any event, than this delightful end your lovely queen has enjoined me to create!"
Lady Andaisin raises her shining silver scythe as she waits to see which you shall choose. As absurd as it sounds, you know she is waiting for you to drink from the proffered bowls or to kneel before her.

Trey Merosa |

based on what transpired before I think it would have been safe to assume that we were heading toward this evil person's alter. is it possible to have cast protection from evil before arriving? its duration would be 6 minutes. The answer to this will determine Trey's next action.
Now I feel bad for wasting the chains of perdition spell so early

Typhon B'Ru |

Ty whips out his cell phone to record the damning testimony about the queen.....Darn...Hangs head and cries at the lack of technology
"Well! If Our queen commissioned you to do this, who are we to argue?"
Ty will pace around the northern curve of the room, smelling and grimacing at each bowl.
" Oh gods no. Eww how awful. Blech. Terrible... You couldn't make ONE that smells like something you would LIKE to drink?...Wicked scythe by the way..."
Double move

Bosch Glasthane |

"Now Ty, we have infiltrated her home and put her servants to the blade. Insults will not do," Bosch sauntered forward, idly examining his sword for imperfections.
"I have to applaud your plan, lady. Well executed indeed. I couldn't have done it better myself," he raps a knuckle against his blade eliciting a strangely warbling tone from the worked metal.
"You see, I am a craftsman too. My sword, for instance, is wrought from the finest dwarven steel. It is the pinnacle of my art. Yet it hungers for something more, some missing element to make it whole, something to make it truly sing. Something you may have once hungered for as well. Unfortunately, you chose poorly. You chose to set your hunger against my designs," he rapped his knuckle against the blade again.
"You come into our town and kill our people and then expect our surrender? I have everything I need here, so I'll give you one chance to leap upon your own scythe or be savaged by blade, beast, and holy fire." At once the good manners evaporated and fury remained in their place, "Dismiss me with pride if you want, hide in the skirts of your goddess if you so choose, but remember I gave you a choice."

DM medlii |
Sure thing, Trey. That would make sense. Any actions from Trey, Tessa, or Yrsa before we start combat?

Trey Merosa |

i was waiting on the answer to my question, so now yes trey does have an action, well actually maybe not, since she is in melee now, I really don't have much of a chance to hit (only ranged stuff left.)
of course if you rule that Bosh is not threatening her yet, then I may get a shot off
Trey steps out, looking at the vile priestess.
she drops to one knee. her head held low, as she silently mumbles a prayer to Sarenrae in Celestial.
after a second or two she raises her head looking at the Lady Andaisin, her eyes glowing with a heavenly light.
Your darkness shall be dispelled by the light if the dawnflower.
trey unleashes a blast of holy energy at the Lady Andaisin.
ranged touch: 1d20 + 5 ⇒ (14) + 5 = 19
holy damage: 3d8 ⇒ (5, 2, 6) = 13
use Heavenly Radiance to strike with a searing light

Tessa Alee |

Tessa doesn't have any patience for this crap.
"You're nuts, lady, and you f%+~ed up big time when you went against this city. The city ain't just a city, it's full of people, and we won't take this crap lying down. We're gonna kill you and root out your horrid little cult and put everybody you know to the flame. Burn in hell!"
casting Hold Person as soon as things get rolling. DC 15 will save

DM medlii |
Lady Andaisin looks toward Typhon, frowning at his comment about her holy fluids. She sneers at Bosch's speech. "I dismiss you because I know you will not leave this chamber alive. You have chosen neither to kneel nor to drink Urgathoa's gifts. I shall have to kill you myself." She twirls her scythe idly, as if she is in no hurry to do so.
When Lady Andaisin notices Tessa's ineffective spell, she gloats "The Pallid Princess protects me. I am invincible in the sanctuary of my goddess!" While she is busy bragging, Trey's dazzling holy light takes her by surprise, searing her pale, exposed chest.
Quickly, Lady Andaisin raises her scythe towards the vaulted ceiling and intones "Pallid Princess, grant me your power so that I may obliterate those who oppose you!" The fountain depicting Urgathoa glows a sickly green in response.
Initiative Order: Lady Andaisin, Trey, Tessa, Yrsa, Typhon, Bosch & Roscoe
Initiatives:
Bosch & Roscoe: 1d20 + 3 ⇒ (2) + 3 = 5
Typhon: 1d20 + 5 ⇒ (2) + 5 = 7
Trey: 1d20 + 1 ⇒ (16) + 1 = 17
Tessa: 1d20 + 5 ⇒ (11) + 5 = 16
Yrsa: 1d20 + 1 ⇒ (7) + 1 = 8
Lady Andaisin: 1d20 + 0 ⇒ (19) + 0 = 19
Andaisin's will save vs Tessa: 1d20 + 12 ⇒ (7) + 12 = 19
Andaisin's concentration check, DC23: 1d20 + 14 ⇒ (19) + 14 = 33
Lady Andaisin: 13 damage taken
AC: 23, touch 12, flat-footed 23
Fort: +10, Ref +4, Will +12
CMD: 17

Trey Merosa |

The Dawnflower's light will not be darkened! Trey yells as she lifts her hand and a second blast of light shoots forth.
May the light of Sarenrae illuminate the darkness in your soul.
ranged touch: 1d20 + 5 ⇒ (15) + 5 = 20
more holy damage: 3d8 ⇒ (8, 3, 1) = 12
Trey then steps aside to allow the protectors of Sarenrae's blessing enter the battle.
Searing light once more
reading the heavenly radiance feat over again, i think I have one more searing light available

DM medlii |
Haven't heard from Tessa. Yrsa, Typhon, Bosch & Roscoe, please take your actions in the meantime.

Tessa Alee |

sorry, every time I went to post the forums were down for maintenance. Here goes nothing...
Out of spells, this is not good!
Bereft of options, Tessa aims her crossbow at the evil cleric and squeezes off a bolt.
crossbow attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 ⇒ 2

Roscoe/Woscoe |

Whoops, should have picked up on that Ty.
You're out of spells Tessa?
At a signal from Bosch, Roscoe immediately moves up and yanks the foul priestess from her feet.
Bite: 1d20 + 9 ⇒ (20) + 9 = 29
Trip: 1d20 + 9 ⇒ (17) + 9 = 26
1d6 + 6 ⇒ (1) + 6 = 7
Bite Confirmation: 1d20 + 9 ⇒ (6) + 9 = 15
She is now prone too.

Bosch Glasthane |

Challenging her as a swift action, all allies gain a +2 on melee attack rolls while Roscoe or I threaten her.
Bosch is intent on showing her the consequences of her choices.
Greatsword 1 (PA, Challenge, Flanking vs Prone): 1d20 + 13 ⇒ (7) + 13 = 20
2d6 + 18 ⇒ (1, 5) + 18 = 24
Greatsword 2 (PA, Challenge, Flanking vs Prone): 1d20 + 8 ⇒ (16) + 8 = 24
2d6 + 18 ⇒ (6, 1) + 18 = 25

DM medlii |
Thank you for the heads up, Bosch
Yrsa treads towards the foul priestess, her falchion ready. She overpowers Lady Andaisin's defenses and strikes her. The barrage of attacks from Trey, Tessa, Bosch and Roscoe overwhelm Andaisin and she is knocked to the ground.
"Ha! You shall fall to your knees before me! Bow before the might of Urgathoa!" she commands. She awkwardly climbs to her feet, attempting to dodge your blows. Blood oozes from multiple wounds, but Lady Andaisin is still confident she can defeat you. Everyone in melee gets an attack of opportunity as she stands up. On their turns, Yrsa and Roscoe will obey her command. You can still act normally but must do so from prone, per greater command, fall action.
Initiative Order: Lady Andaisin, Trey, Tessa, Yrsa, Typhon, Bosch & Roscoe
Yrsa power attack on Lady A: 1d20 + 8 ⇒ (20) + 8 = 28
Yrsa confirmation on Lady A: 1d20 + 8 ⇒ (6) + 8 = 14 Darn, but it was a good hit
Yrsa dmg on Lady A: 2d4 + 14 ⇒ (1, 2) + 14 = 17
Lady A casting defensively: 1d20 + 14 ⇒ (11) + 14 = 25
DC 19 will save against Andaisin's Greater Command spell
Trey: 1d20 + 9 ⇒ (11) + 9 = 20
Tessa: 1d20 + 6 ⇒ (13) + 6 = 19
Bosch: 1d20 + 3 ⇒ (16) + 3 = 19
Typhon: 1d20 + 7 ⇒ (19) + 7 = 26
Yrsa: 1d20 + 9 ⇒ (8) + 9 = 17
Roscoe: 1d20 + 3 ⇒ (10) + 3 = 13
Yrsa AOO: 1d20 + 8 ⇒ (19) + 8 = 27
Yrsa AOO dmg: 2d4 + 14 ⇒ (1, 4) + 14 = 19
Lady Andaisin: 63 damage taken, no longer prone but challenged (+2 on melee attack rolls while Roscoe or Bosch threaten her)
AC: 19 while prone (normally 23), touch 12, flat-footed 23
Fort: +10, Ref +4, Will +12
CMD: 17

Typhon B'Ru |

AoO attack with flanking and challenge: 1d20 + 12 ⇒ (12) + 12 = 24
damage: 1d4 + 2 ⇒ (4) + 2 = 6
sneak stab: 3d8 ⇒ (7, 7, 1) = 15
and on his turn if she's still up
" Filthy poison spewing slave to demons!"
attack with flanking and challenge: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 1d4 + 2 ⇒ (3) + 2 = 5
sneak stab: 3d8 ⇒ (2, 5, 1) = 8