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Attacking while invisible makes them flat-footed and gives you a +2 to the attack, so your first two shots land.
The woman Red punched has a deathly pallor. As he becomes visible, she turns a pale, cataracted eye on him and hisses. Her breath smells like rotting teeth.
~~+~~Initiative~~+~~
Pink
Vyr
Yellow
Red
Annalise
Orange -25
Willard
Black

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am I correct to take the "deathly pallor" and rotting breath to mean undead and unstunable? :-(

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Annalise attempt to channel the considerable latent power of the location into a big blast of fireball
Fireball aimed at pink and black
Conduit surge: 1d4 - 1 ⇒ (4) - 1 = 3
Fortitude Save: 1d20 + 7 ⇒ (4) + 7 = 11 vs DC 10+3+3
Fireball: 9d6 + 2 ⇒ (5, 2, 2, 2, 5, 4, 6, 3, 3) + 2 = 34
She staggers at the force of the blow
I will not be running to heal this fight so don't get hurt :P

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correctamundo in re: unstunnable undead
Reflex Pink: 1d20 + 7 ⇒ (15) + 7 = 22
Reflex Black: 1d20 + 3 ⇒ (16) + 3 = 19
Robyn, is your DC 18? 19?
Annalise aligns herself to the powerful energies running through this place, with all its history of valor and sorrow. Her blast rips through the room, setting the decrepit chandelier to swinging in the vault above.
Pink gracefully dives out of the way, while the hulking beast takes at least some of the flames.
~~+~~Initiative~~+~~
Pink
Vyr
Yellow
Red
Annalise
Orange -25
Willard
Black
Orange casts a spell defensively...
1d20 + 14 ⇒ (17) + 14 = 31
...and her hand glows a sickly yellow. She reaches out to touch Red.
touch attack: 1d20 + 7 ⇒ (18) + 7 = 25
Red feels himself getting dumber, less sagacious, and less likeable all at once.
penalty to all mental stats: 1d6 ⇒ 2

Willard Scrub |

Willard grunts at the opposition and mutters, "Whelp, it's a wide open space..."
Willard wiggles his fingers and the stray sunbeams coalesce in a very solid looking wild oxen. Fire dances around its hooves and horns.
trample: 2d6 + 12 ⇒ (5, 2) + 12 = 19 DC 19, or they can take an AoO.
(I tried to draw the line on the map. I should be able to run over all the people.)

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Ref Orange: 1d20 + 3 ⇒ (7) + 3 = 10
Ref Pink: 1d20 + 7 ⇒ (8) + 7 = 15
Ref Yellow: 1d20 + 7 ⇒ (12) + 7 = 19
AoO Black: 1d20 + 3 ⇒ (5) + 3 = 8
The enraged and bewildered aurochs sparkles into existence and charges about wildly. Yellow spryly springs out of its way, but it crashes headlong into the other three. Timbers scatter everywhere as it crashes through the heap of broken beams and posts.
Pink dashes for the flank, leaving himself open to an AoO.
1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
His slash comes to nothing as the invisible barrier around Vyr shunts the knife aside.
The beast lumbers ominously toward Vyr.
~~+~~Initiative~~+~~
Pink -19
Vyr AoO vs Pink
Yellow
Red
Annalise
Orange -44
Willard
Black -19

Vyr Embar |

Vyr tries to make Pink pay for flanking AoO, not power attacking:
attack w/ divine favor and curse: 1d20 + 10 + 2 - 4 ⇒ (1) + 10 + 2 - 4 = 9
dmg, ecto +2 sword w/ flaming: 1d8 + 8 + 1d6 ⇒ (3) + 8 + (3) = 14
I seem to have forgotten that his sword is now +2 – don’t know how long I’ve been doing that wrong!
After that giant miss, Vyr steps to the side to avoid the flank and tries to hit pink again.
attack w/ divine favor and curse: 1d20 + 10 + 2 - 4 ⇒ (13) + 10 + 2 - 4 = 21
dmg, ecto +2 sword w/ flaming: 1d8 + 8 + 1d6 ⇒ (1) + 8 + (3) = 12
Shoot the curse is to dmg too? So subtract 4 from that dmg.

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The curse doesn't apply to damage. It's gnarly enough as it is!
Yellow shadows Vyr, pacing around the far side of the column (provoking an AoO from Vyr) and stabs once he has flank.
~~+~~Initiative~~+~~
Pink -31
Vyr -16 AoO vs Yellow
Yellow
Red
Annalise
Orange -44
Willard
Black -19
knife to the kidney: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
For example, the curse does auto-confirm crits against you.
damage: 2d4 + 2 + 2d8 ⇒ (4, 1) + 2 + (7, 2) = 16

Vyr Embar |

Tim, I’d like to use my feat Defiant Luck: 1/day reroll a 1 on saving throw or force foe to reroll a crit.
Vyr tries to make Pink pay for flanking AoO, not power attacking:
attack w/ divine favor and curse: 1d20 + 10 + 2 - 4 ⇒ (3) + 10 + 2 - 4 = 11
dmg, ecto +2 sword w/ flaming: 1d8 + 8 + 1d6 ⇒ (8) + 8 + (6) = 22
oof

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swift to add acid damage for 3 rounds
Seeing no other good options, Red stays on the caster, flurrying away.
hammerblow flurry: 1d20 + 14 - 2 - 4 ⇒ (10) + 14 - 2 - 4 = 18
for maybe damage: 2d8 + 5 + 1d6 ⇒ (8, 6) + 5 + (3) = 22
hammerblow flurry: 1d20 + 14 - 2 - 4 ⇒ (19) + 14 - 2 - 4 = 27
for damage: 1d8 + 5 + 1d6 ⇒ (2) + 5 + (2) = 9
hammerblow flurry: 1d20 + 9 - 2 - 4 ⇒ (4) + 9 - 2 - 4 = 7

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rerolling: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Vyr finds himself caught between two cultists, who are very, very good with a knife. Distracted, he completely missed Yellow lunging at his blindside when he hears the ring of steel. A spectral knight, wearing a red tabard emblazoned with the sigil of Iomedae, steps out of Vyr's body and parries the knife thrust. It still lands, but misses Vyr's vitals.
damage: 1d4 + 1 + 2d8 ⇒ (3) + 1 + (6, 6) = 16
Does exactly the same damage as the crit. Thanks for nothing, ghostly knight!
Red lands one solid shot on the undead as Vyr misses his strike.
~~+~~Initiative~~+~~
Pink -31
Vyr -16
Yellow
Red
Annalise
Orange -53
Willard
Black -19

Willard Scrub |

The oxen moves to to attack orange.
gore: 1d20 + 9 ⇒ (2) + 9 = 11 for piercing: 1d8 + 11 ⇒ (7) + 11 = 18 + 1 fire.
Meanwhile...
"Don't think it's time for you to come out to play." Willard casts create pit under the big fella.
I'll spend a point to boost the DC to 18

Vyr Embar |

with rolls like these, who needs enemies?

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Annalise will hope the knife wielders are not undead and send an ear piercing scream at pink and then 5ft into the room
Ear piercing scream: 3d6 ⇒ (4, 4, 4) = 12 DC 18 Fort for half damage and to avoid stunned

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Sorry, Robyn! I didn't mean to drop you off the tracker.
Black Reflex: 1d20 + 3 ⇒ (11) + 3 = 14
Pink Fort: 1d20 + 5 ⇒ (9) + 5 = 14
The momentum turns for the heroes as a pit opens beneath the lumbering beast. With a roar, it drops out of view.
falling damage: 3d6 ⇒ (2, 1, 5) = 8
Annalise unleashes an unearthly howl. Blood explodes from Pink's nose and he topples over dead.
Black, a slow, lumbering zombie-like creature, stands up as its only action.
~~+~~Initiative~~+~~
Pink
Vyr -16
Yellow
Red
Annalise
Orange -53
Willard
Black -27

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Red still assumes that he will be too slow or weak to stave off some deathly attack before the end of this, but he does start to think that maybe his comrades will survive, which brings him some small solace.

Vyr Embar |

Vyr shifts left to get a better swing at the cultist, while giving Annalise a nod of thanks for dispatching with his flank buddy. The flaming ectoplasm cuts a beautiful arc through the air towards the cultists head . . .
attack w/ divine favor and curse: 1d20 + 10 + 2 - 4 ⇒ (6) + 10 + 2 - 4 = 14
dmg, ecto +2 sword w/ flaming: 1d8 + 8 + 1d6 ⇒ (6) + 8 + (2) = 16
. . . and Vyr can't help but wonder if his cursed life will end in this tainted cathedral.

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Red thinks that continuing on Orange is probably wisest and flurries away
hammer blow: 1d20 + 14 - 2 - 4 ⇒ (13) + 14 - 2 - 4 = 21
for maybe damage: 2d8 + 5 + 1d6 ⇒ (2, 8) + 5 + (6) = 21
second flurry: 1d20 + 14 - 2 - 4 ⇒ (13) + 14 - 2 - 4 = 21
for maybe damage: 1d8 + 5 + 1d6 ⇒ (4) + 5 + (3) = 12
attack: 1d20 + 9 - 2 - 4 ⇒ (5) + 9 - 2 - 4 = 8

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No worries at all!
Annalise will step up and heal Vyr before the monster makes its way over
Cure Serious wounds: 3d8 + 6 ⇒ (2, 2, 2) + 6 = 12

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fort: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12
ugh

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wait, didn't we all start with a hero point? if not, then never mind, but if so, I'll use it to reroll the fort save. here goes nothing.
fort: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7

Willard Scrub |

Classic hero point
Willard saunters into the room and fires some magic missiles at orange, while the ox continues to tussle with it.
force: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11
gore: 1d20 + 9 ⇒ (11) + 9 = 20 for piercing: 1d8 + 11 ⇒ (7) + 11 = 18 + 1 fire.

Vyr Embar |

Vyr looks at his colleagues, and his eyes convey subtle meaning: "Isn't anyone going to try and stop the guy running to ring the alarm?"

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i'd put the neg lvl on my "active conditions" but it won't fit :-P

Vyr Embar |

can vyr charge yellow? Uncertain if that one log there would block it

Vyr Embar |

With the blare of cavalry horns in his head, Vyr charges after the cultist trying to escape. -2 AC for next rd
attack w/ divine favor, charge w/ banner and curse: 1d20 + 10 + 2 + 3 - 4 ⇒ (9) + 10 + 2 + 3 - 4 = 20
dmg, ecto +2 sword w/ flaming: 1d8 + 8 + 1d6 ⇒ (6) + 8 + (4) = 18

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Vyr takes a big, bloody slice out of Yellow. In desperation, the badly wounded cultist turns around and attacks him back.
dagger 1: 1d20 + 7 ⇒ (17) + 7 = 24
1d4 + 1 ⇒ (3) + 1 = 4
dagger 2: 1d20 + 7 ⇒ (7) + 7 = 14
...and manages to stab the haunted adventurer.
~~+~~Initiative~~+~~
Vyr -20
Yellow -29
Red 1 neg level
Annalise
Willard
Black -27

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Red double moves into flanking with Vyr
his movement is 50, so he can do that without provoking I believe

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With yellow in hand, and too far away for most of her spells, Annalise will drop a flaming sphere on top of the zombie in the pit.
Flaming Sphere: 3d6 + 2 ⇒ (6, 1, 3) + 2 = 12
DC18 ref to avoid damage

Willard Scrub |

Willard's ox crashes through the pews and squeezes in to attack yellow.
gore: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15 for piercing: 1d8 + 11 ⇒ (3) + 11 = 14 and 1 fire
Willard observes in amusement.

Vyr Embar |

Vyr continues to attack the remaining cultist
attack w/ divine favor, flank and curse: 1d20 + 10 + 2 + 2 - 4 ⇒ (6) + 10 + 2 + 2 - 4 = 16
dmg, ecto +2 sword w/ flaming: 1d8 + 8 + 1d6 ⇒ (2) + 8 + (1) = 11
For the record, I advised Matt that the aurochs should dive bomb into the pit to charge/spear the monster. I hate to say I told you so, but . . .

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Red attempts a stunning fist as Yellow runs
fist with curse and neg lvl: 1d20 + 14 - 4 - 1 ⇒ (15) + 14 - 4 - 1 = 24
Fort DC of 16? it was 18, but neg 2 to wis dropped it by 1 and I'm assuming the neg lvl drops it by 1 as well{/ooc]
plus damage: 1d8 + 1 ⇒ (8) + 1 = 9
[ooc]the website or my computer is working very slowly atm, so I'm going to come back later for my actual turn and put in options for if the stun landed or not

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Annalise will bounce that sphere into the ascending zombie
The sphere can jump up to 30ft if that is enough to get to the zombie
Flaming Sphere: 3d6 + 2 ⇒ (1, 4, 1) + 2 = 8
DC18 ref to avoid damage

Willard Scrub |

The oxen provides chase to the fleeing enemy.
gore: 1d20 + 9 ⇒ (1) + 9 = 10 for piercing: 1d8 + 11 ⇒ (2) + 11 = 13 and 1 fire
Willard casts invisibility on himself as a precautionary measure and steps to a new position.

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hammerblow: 1d20 + 14 - 4 - 1 ⇒ (13) + 14 - 4 - 1 = 22
damage: 2d8 + 1 + 1d6 ⇒ (5, 1) + 1 + (3) = 10
flurry: 1d20 + 14 - 4 - 1 ⇒ (2) + 14 - 4 - 1 = 11
damage: 1d8 + 1 + 1d6 ⇒ (6) + 1 + (4) = 11
last attack: 1d20 + 9 - 4 - 1 ⇒ (15) + 9 - 4 - 1 = 19
damage: 1d8 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8

Vyr Embar |

Vyr is visibly relieved for Red's deathblow to the cultist, but when he looks back across the cathedral and sees the flying monstrosity approaching his arcane friends, he lets out a sigh as he runs back to protect them, with the enthusiasm of a 14 year old at soccer practice who has been told to run another lap (not all drawn from my own experience).

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Red loops around and gets in position hoping to eventually get into flank with Vyr

Willard Scrub |

A whistle from out of nowhere calls the fiery ox to return to the southern side of the building. Meanwhile, Willard sidles away from the flying zombie.