The Big Lebunski
This wasn't a simple "Save our Livestock/Kill the Troll/Stop the Bandits"-handbill-tacked-to-the-Explorer's-Guild-Notice-Board type of job, you knew that when each of you were picked out quickly one late afternoon by Merwin Tumblebrook, the pudgy halfling assistant to Geoffrey Glimmergust, magicite and jewel tycoon, to assist in a kidnapping case. It got even more complicated when you were introduced to Geoffrey, the bloated aristocratic gnome confined to a wheelchair by terrible gout, inconsolable by the loss of his precious "Lebunski", his hare familiar.
Merwin shows you the ransome note, scrawled in blood. "WE HAVE UR RABBIT. GIVES ALL YOUR GEMS. PUT THEM IN THE OAK TREE WHERE RIDGEWAY ROAD FORKS BY MIDNIGHT OR WE FUCKS THE BUNNY UPS." The source of the blood is obvious, as the note was wrapped around a severed rabbit's foot. Geoffrey is happy to pay the ransom, but Merwin wants the four of you to deliver the case and make sure the rabbit is returned and to bring the kidnappers to justice if the opportunity presents itself. So on a cold rainy night on a creaky wagon, you find yourselves lugging the well secured strongbox on the muddy Ridgeway Road, looking to secure a bunny.
Zoob has been thinking, apparently a rarity. "So, we're rescuing a rabbit if possible, but it's already missing a foot? Wouldn't it be easier to just get another rabbit? Or even better not have nasty scary fuzzy critters underfoot all the time? I guess he's got reasons but it seems like a waste of money to me."
Solace is the tallest member of the party, a nearly unheard-of occurrence. Which probably means he's holding the box, if no one else volunteered. "People get unduly attached to their pets," he says. "And it /is/ a familiar, so I suppose there could be something special about the creature." Other than that, he rather seems to agree with the goblin.
Rhar was likely picked for her wolflingness. Or maybe because she knows how to find rabbits? They are delicious. But someone shouldn't hunt other people's rabbits. It's not nice. She listens when they're told about the rabbit, and stares at the paper with the little pictures on it. Then she stares more. None of them look like a rabbit. But the bloody foot is definitely rabbit. She gets closer to sniff at it to make sure. Then nods three times. "Rabbit."
Corra keeps her eyes open as they travel. She doesn't like the rain, hard to read tracks in the rain but she has her cloak up. "Familiars are different from what I am told." she says and shakes her head.
Fortunately, it's not a very long trip. A few miles outside of the city, Ridgeway Road does indeed come to a fork and a dead oak tree stands between the fork. As you draw nearer, the oak turns into a treant! Well, maybe not. But it does grow a mouth. "Put the gems in the hollow of the tree and await directions." The mouth says before it fades away. A simple enough spell, but suitable for ransom purposes, apparently.
Rhar doesn't mind the trip. But it's not her paws that are getting muddy. Those would be Gurr's. But Rhar above means less of Gurr's fur gets wet from the rain. So it's a good trade. Rhar also gives Gurr food. And throws the ball. Both of them growl when the tree they find talks. Then it stops. "Tree talk?" Rhar is confused. Gurr is wary.
Zoob bounces excitedly at the magic speech. "Ooh! Wizards! They go thump very satisfyingly when you put holes in them!" He brandishes his thunderbelcher. "I've just upgraded Bessie here for faster operation so when they undoubtedly attack us this should be great fun!"
Corra cocks her head to the side and then shakes it, "don't like it when the trees talk, means bad things coming." she looks around not sure if it was a delayed trigger or if someone just set it off.
"Clever. Truly." Solace's voice is deadpan. He glances at Rhar, shakes his head. "It's a spell. There are probably more of them in store, if we aren't careful." Still, he moves forward to put the box into the hollow of the tree, his other hand dropping down to lightly touch the various devices clinging to his belt.
Once the box is in the hollow of the tree, the mouth appears again, monotoning another declaration. "The bunny is an old mine 300 paces to the west of here." Simple enough. 300 or so paces to the west, there is in fact a small outcropping of rock with a small cave that leads downward. Broken rock and rusted out broken pick heads would indicate it is in fact an abandoned mine.
Corra cocks her head to the side, "Why couldn't it be a forest, why a mine, I don't like being underground, but at least it isn't a sewer." she says and shakes her head a bit.
Zoob watches the second magic voice in fascination. "Well! If the strange magic tree says go into the mine then into the mine we will go! It looks safe as far as I can tell, certainly better than my Auntie's workshop and that hardly ever falls over without blowing up first. Shall we?" He starts heading towards the mine entrance.
Solace frowns at the direction. "Mines are not the best places," he agrees with Corra. As they approach, he fingers one of the devices on his belt, and a small item unfolds. He settles this against his ear and fiddles until it starts to glow, softly.
GAME: Solace casts Detect Thoughts. Caster Level: 6 DC: 17
Rhar can follow directions, and her noise. "Fine mine!" She points it out in case anyone else didn't see it. Then she and Gurr sniff at the entrance to see what they can smell. And she looks at the ground for paw prints.
"...just the rabbit, that I can tell," Solace tells the rest, before turning around to look back towards the hollow tree. "Two of us should stay outside, while two fetch the bunny. Just in case," he suggests.
Zoob hops up and down. "Ooh! Ooh! Pick me! I'm expert at keeping watch for stuff! Except when I get distracted of course or when there are bees. Or badgers, those are the worst, can't stand badgers with their stripes and tails and I'm-so-much-better-than-you-because-I-can-dig thing they have going on. Also bees."
Corra frowns, "Splitting up is rarely a good idea." she says and then shakes her head.
Solace says, "Going all in and having the mine mouth collapsed on us is also rarely a good idea," Solace points out. Then he stares at the hopping goblin, and sighs. "Perhaps we could split three to one, then, and if it goes wrong, we only lose one. Rhar, you seem good with animals," he adds, hopefully."
"Rhar go! Gurr go!" She volunteers them both. Gurr looks... less than enthused. It isn't his den. Why should he poke in it? After he reminds Rhar of the complex social and legal aspects of presumed public and private spaces, she nods. "Rhar go. Gurr go."
Ultimately, the point of whether to split up or not is pretty moot, as 3 steps into the cave, an errant footstep causes red sigils on the traced into the support beams to glow and flicker, creating a sulphurous miasma that begins to coalesce into six hellish, giant....marmots? The battle is on!
---Init--Name----------------Notes-------------------------------------------- 25 Corra Flat-footed (0 rnds active) ------------------------------------------------------------------------------ 23 Evil Marmots ------------------------------------------------------------------------------ 21 Zoob Flat-footed (0 rnds active) ------------------------------------------------------------------------------ 9 Rhar Flat-footed (0 rnds active) ------------------------------------------------------------------------------ 2 Solace Flat-footed (0 rnds active) ------------------------------------------------------------------------------ ==============================================================================
GAME: Corra casts Gravity Bow. Caster Level: 4 DC: 13
Corra blinks as the Marmots appear and mutters a few words getting a spell off that seems to affect her, though how exactly is uncertain for the moment.
GAME: Pavel rolls 1d20+7: (17)+7: 24
GAME: Pavel rolls 1d20+7: (8)+7: 15
GAME: Pavel rolls 1d20+7: (12)+7: 19
GAME: Pavel rolls 1d20+7: (6)+7: 13
GAME: Pavel rolls 1d20+7: (15)+7: 22
GAME: Pavel rolls 1d20+7: (20)+7: 27
GAME: Pavel rolls 1d20+7: (3)+7: 10
GAME: Pavel rolls 1d4: (4): 4
GAME: Pavel rolls 1d4: (4): 4
GAME: Pavel rolls 1d4: (4): 4
GAME: Pavel rolls 1d4: (2): 2
GAME: Pavel rolls 1d4: (3): 3
GAME: You damaged Corra for 4 points. 30 remaining.
GAME: You damaged Rhar for 4 points. 19 remaining.
GAME: You damaged Solace for 4 points. 24 remaining.
GAME: You damaged Zoob for 3 points. 34 remaining.
In a flash, the hellish marmots swarm our heroes, tearing into their flesh and latching on in a futile attempt to sate their unquenchable bloodthirst!
GAME: Zoob rolls escape artist: (18)+5: 23
GAME: Pavel rolls 1d20+7: (19)+7: 26
GAME: Pavel rolls 1d20+7: (11)+7: 18
GAME: Pavel rolls 1d4: (1): 1
GAME: You damaged Zoob for 1 points. 33 remaining.
Zoob starts screaming as soon as the weasel-things appear, and goes more high-pitched when one latches onto him. "Getitoffgetitoffgetitoff! AAAAAAAAAHH!" He manages somehow to wriggle away from it but another one latches onto him and stops his flight.
GAME: Rhar rolls melee+1-2: (14)+9+1+-2: 22
GAME: Rhar rolls melee-2: (11)+9+-2: 18
GAME: Rhar rolls 1d4+4: (1)+4: 5
GAME: Rhar rolls 1d3+1: (2)+1: 3
GAME: Rhar rolls 1d20+6: (4)+6: 10
"Rhar!" She wants the evil weasels to know who they bit! And it's polite to introduce yourself. She bonks the one chewing on her with her sharp metal stick and her big round not-so-sharp wood stick. It goes POOF after the shield bonking. Gurr tries to snap at the wriggly weasel, but can't. Not fair. HE'S the one supposed to be doing the biting.
GAME: Solace rolls 1d20+4+2: (16)+4+2: 22
"By the foulest breath of the Tyrant, what in all the Hells is this?" Solace yelps as the giant thing latches onto his arm and breaks through his armor, then he snaps his arm a few times until it tears free.
GAME: Corra rolls cmb: (20)+6: 26
GAME: Pavel rolls 1d20+7: (17)+7: 24
GAME: Pavel rolls 1d20+7: (3)+7: 10
GAME: Pavel rolls 1d20+7: (18)+7: 25
GAME: Pavel rolls 1d4: (1): 1
GAME: Pavel rolls 1d4: (2): 2
GAME: Pavel rolls 1d4: (1): 1
GAME: Pavel rolls 1d4: (2): 2
GAME: You damaged Corra for 1 points. 29 remaining.
GAME: You damaged Solace for 2 points. 22 remaining.
GAME: You damaged Zoob for 1 points. 32 remaining.
Cast aside, the fiendish rodents leap back onto their respective targets, gnawing new wounds into their enemies. One breaks away from menacing Zoob and leaps for the halfling, but sails over her head, catching naught by air between its fangs.
GAME: Zoob rolls ranged +2 -2 -2 -4 (touch attack): (15)+10+2+-2+-2+-4 (touch attack): 19
GAME: Zoob rolls ranged +2 -2 -2 -4 (touch attack): (5)+10+2+-2+-2+-4 (touch attack): 9
GAME: Zoob rolls 1d10+5: (1)+5: 6
Zoob has collected himself somewhat. Just a little bit. He bites back his feat and levels his thunderbelcher at the one lone marmot standing on the ground and starts firing at it, winging it with one shot and missing with the other. His knuckles are white with the strain of ignoring the one climbing up his pants.
GAME: Rhar rolls melee+1-2: (11)+9+1+-2: 19
GAME: Rhar rolls melee-2: (10)+9+-2: 17
GAME: Rhar rolls 1d4+4: (4)+4: 8
GAME: Rhar rolls 1d20+6: (20)+6: 26
"No hurt pack!" Rhar informs the hungry weasels. They must've been the ones that bit off the rabbit's foot. She slashes her sharp stick at the one chewing on Gurr. And hits it right in the eye! NO more chewing. EXcept for Gurr. He lunges at one tastily in reach. But there's no satisfying crunch before it poofs into smoke.
GAME: Solace rolls ranged+1+2: (19)+5+1+2: 27
GAME: Solace rolls 3d6+5: (5)+5: 10
Solace aughs again as the marmot dives in and latches onto his boot. And then he almost gets shot by the thunderbelcher. Cursing in Infernal, the artificer opens his gauntlet to reveal his deathray, and fires it into the weasel's head. It explodes in a corona of blue-white sparks.
GAME: Corra rolls ranged+2+1+2: (4)+8+2+1+2: 17
Corra tries to shoot the one that is on her leg and misses, "Damn thing."
GAME: Pavel rolls 1d4: (1): 1
GAME: Pavel rolls 1d4: (1): 1
GAME: You damaged Corra for 1 points. 28 remaining.
GAME: You damaged Zoob for 1 points. 31 remaining.
Despite having their numbers reduced to 1/3 of their original total, the two remaining conjured hell-marmots continue to nip and tear at Corra and Zoob, scurrying around to find gaps in their armor.
GAME: Zoob rolls cmb: (3)+4: 7
Zoob drops his firearm and starts flailing madlly at the animal as it climbs all over his body, gnawing and nipping. It looks like he's in more mental distress than physical, but he's unhappy just the same. "Stopitstopitstopit! Getitoff!"
GAME: Rhar rolls melee+1: (20)+9+1: 30
GAME: Rhar rolls melee+1: (2)+9+1: 12
GAME: Rhar rolls 1d4+4: (2)+4: 6
GAME: Rhar rolls melee-2: (7)+9+-2: 14
GAME: Rhar rolls 1d20+6: (9)+6: 15
"No. Hurt. Pack!" Rhar reminds the marmot as she swings at the one on Corra. Twice. She cuts it, but doesn't bonk. And Gurr darting in between Rhar swinging sticks just misses. It's all the fur. It makes the marmots poofy.
GAME: Solace rolls ranged+1: (8)+5+1: 14
GAME: Solace rolls 3d6+5: (10)+5: 15
Now marmot-free, Solace spins and takes aim at the goblin. Or...the marmot on the goblin. Whichever he's actually aiming at, it's the marmot who fries.
GAME: Corra rolls ranged+2+1: (6)+8+2+1: 17
Corra tries to shoot the one on her again and its just too close, its fouling her shot.
GAME: Pavel rolls 1d4: (1): 1
GAME: You damaged Corra for 1 points. 27 remaining.
Despite being alone and half dead, the remaining marmot continues to gnaw on Corra's leg, apparently content to die a warrior's death and get sent to unholy rodent Valhalla.
GAME: Zoob rolls ranged +2 -2 -4 (PSB, Deadly Aim, touch attack): (18)+10+2+-2+-4 (PSB, Deadly Aim, touch attack): 24
GAME: Zoob rolls 1d10+5: (6)+5: 11
Zoob stops hopping when the one is fried off his shoulder and grabs for his gun, shooting the last one on Corra. "That was unpleasant. I don't think that the wizards behind this like us much."
Solace lets his deathray sink back into its gauntlet casing, and limps over to kick a bit of marmot corpse. "And we're such nice people," he deadpans. "Let's get the rabbit."
Gurr growls. Rhar is a little annoyed. "No meat!" They hunted and killed it, and there's no reward. Gurr taks it the hardest. But he perks up at mention of the rabbit. Then sags again. Because this one isn't for eating. Rhar reminds him that and nods. "Find rabbit." And they go off searching. At least Gurr gets to SMELL rabbit.
Corra growls a bit, "Think I wasted my spell too, couldn't hit the darn things." she shakes her head, "Lets get the rabit and go."
Clambering down into the mine, it's a straight shot for the most part, the largest obstacle being a bit of debris and loose rubble to clamber over. But at the back of the worked out copper mine, there is in fact a 3 legged rabbit with a bandaged stump in a tin cage, red eyes wide and nose twitching madly. That just leaves the kidnappers, which coincidentally enough come smashing through the underbrush into the small clearing around the mine as you exit it.
"WHERE IS THE MONEYS? GIVES US THE MONEYS OR WE FUCKS YOU UP!" Bellows a rather scrawny looking fellow dressed in black studded leather with a rapier in one hand and the strongbox full of what appears to be marbles in the other. To his right is a cloaked hunchbacked figure with green-grey skin leaning against a spear, "Did my trap kill them?" It mutters rather dimly. Flanking to the left and right are two pairs of stupid looking thugs, brandishing long blades and maces to go along with their raggedy shields and worn mail shirts. "YOU TAKE OUR MONEYS, WE CUTS OFF YOUR JOHNSONS!"
GAME: Zoob rolls intimidate: (8)+7: 15
Zoob pulls himself up to his full height and leans on his thunderbelcher. "Come now, fellows, you are going about this all wrong. You are supposed to realize that if we cared about you at all that we'd have actually brought payment, that box was just to distract you. Which it did. Now get out of our way or well have to get rough with you." His voice drips menace at the end.
Corra frowns as this all happens, "Really? Just Really?" she shakes her head and sighs a little. Her spell is passed now and that just has her a bit grumpy. She eyes them through her goggles.
Rhar doesn't know who Johnson is, but she's not going to let them cut anyone. "Give rabbit! Now!" She points her sharp stick at them and growls. Gurr helps with the growling.
Solace shifts to make sure he's got three of them in the color spray arc without hitting any of his companions, and says to Rhar, "We've already got the rabbit. We just need to keep it." He looks over the bunnynappers. "You should really take the goblin's words to heart."
The lesser thugs and peons do just that and take a step back, looking amongst themselves until the leathered up ring leader puffs his chest up, "We are nihilists, we believes in nothing! He believes in it so hard it gives him dangerous powers!" He hooks a thumb toward the deformed cultist looking fellow next to him. Throwing the strongbox aside, he flourishes his rapier in an almost competent way, sparks of magical energy flying off of it. "Gives us what you have on you and we call it even!"
Zoob lifts his thunderbelcher until it is aimed square at the ringleader. "Give you what we have? How about we start with this? Bessie has all kings of gifts she's itching to give away."
Corra shakes her head, "You should just go your own ways now." she says softly.
Rhar has two sticks she can give them, too! And she waves them to show just how hard she can give them to them. "Leave rabbit. Not hurt."
===================== Current Initiative Order - Round 1 ===================== ---Init--Name----------------Notes-------------------------------------------- >> 22 Rhar << ------------------------------------------------------------------------------ 21 Peons ------------------------------------------------------------------------------ 19 Ringleader ------------------------------------------------------------------------------ 13 Nihilist ------------------------------------------------------------------------------ 13 Corra Flat-footed (0 rnds remaining) ------------------------------------------------------------------------------ 7 Zoob Flat-footed (0 rnds remaining) ------------------------------------------------------------------------------ 7 Solace Flat-footed (0 rnds remaining) ------------------------------------------------------------------------------
==================================================================
GAME: Rhar rolls melee+1: (1)+9+1: 11
GAME: Rhar rolls 1d20+6: (14)+6: 20
GAME: Rhar rolls 1d6+3: (4)+3: 7
GAME: Rhar rolls 1d20+6: (1)+6: 7
"No hurt pack!" Rhar doesn't know anything about magical finger-wiggly stuff. But it usually explodes! She and Gurr rush the Nihilist. Gurr gets some leg in his teeth, but not a good hold. Rhar was thinking Gurr would go faster. She swings her sharp stick before they get there.
GAME: Pavel rolls 1d20+6: (20)+6: 26
GAME: Pavel rolls 1d20+6: (20)+6: 26
GAME: Pavel rolls 1d20+6: (13)+6: 19
GAME: Pavel rolls 1d20+6: (20)+6: 26
GAME: Pavel rolls 1d20+6: (6)+6: 12
GAME: Pavel rolls 1d20+6: (1)+6: 7
GAME: Pavel rolls 2d8+6: (5)+6: 11
GAME: Pavel rolls 1d8+3: (4)+3: 7
GAME: Pavel rolls 1d8+3: (2)+3: 5
GAME: You damaged Rhar for 19 points. 0 remaining. (DISABLED)
GAME: You damaged Solace for 5 points. 17 remaining.
It takes a wolf mauling their boss for them to snap into action, but when the peons finally do, Tarien must be smiling on them. Bringing down a mace, Rhar has her skull thumped soundly before another's longsword stabs her right in the side, while the pair of thugs to the right manages to give Solace a rather nasty slash across the arm.
GAME: Pavel rolls 1d4+1: (4)+1: 5
Meanwhile, the leather clad scrawny leader of this crew of bunnynappers steps back and mangles his way through a spell. In a flash of light, there are 6 of the idiots standing together, all with the exact same smug, self satisfied look on their faces. "Which is true me! Can you find out before I kills you?!" All six rattle off and cackle together. And the hunchbacked cultist, bleeding from Gurr's bite hobbles backward, chanting something in Infernal. Whatever it was, the prayer seems to have bolstered the resolve of he and his allies.
GAME: Corra rolls ranged+2+1-2-2: (10)+8+2+1+-2+-2: 17
GAME: Corra rolls ranged+2+1-2-2: (4)+8+2+1+-2+-2: 11
GAME: Corra rolls 1d8+8: (1)+8: 9
Corra frowns as she watches one get hurt badly and focuses over there. She looses two arrows at them and only hits one hurting him but not dropping him.
GAME: Zoob rolls ranged +2 -2 -2 (touch attack): (13)+10+2+-2+-2 (touch attack): 21
GAME: Zoob rolls ranged +2 -2 -2 (touch attack): (2)+10+2+-2+-2 (touch attack): 10
GAME: Zoob rolls 1d10+5: (5)+5: 10
Zoob hops backward as the thug moves forward faster than he expected. "Hey!" He fires off two blasts with his thunderbelcher but the second one is accompanied with a fizzle of sparks and the capacitor grafted to the side bursts and goes dark. "Bessie! No! Don't do this to me!"
GAME: Solace rolls ranged+1: (19)+5+1: 25
GAME: Solace rolls 3d6+5: (15)+5: 20
Solace curses under his breath in Infernal, forming a counterpoint to the Nihilist, as the battle is joined and a rent is put into his armor. He takes a smart snap back and then fires his deathray, spitting blue-white sparks, into the face of his attacker. "Why do we have to get the stupid kidnappers?"
GAME: Rhar rolls melee+1: (17)+9+1: 27
GAME: Rhar rolls 1d4+4+1d6: (1)+4+(3): 8
GAME: Rhar rolls 1d20+6: (2)+6: 8
GAME: You damaged Rhar for 1 points. -1 remaining. (DYING)
Rhar is knocked for a lupe. She sees little bunnies prancing around her head. But that won't stop her. Not completely. "No... hurt... pack." She swings her stick and finishes the wounded one that bonked her. And falls off of Gurr. Who snaps at the other one but is thrown off by Rhar falling off.
GAME: Pavel rolls 1d20+7: (20)+7: 27
GAME: Pavel rolls 1d20+7: (13)+7: 20
GAME: Pavel rolls 1d20+7: (6)+7: 13
GAME: Pavel rolls 1d8+5: (4)+5: 9
GAME: Pavel rolls 1d8+3: (3)+3: 6
Gurr doesn't get too much better treatment, getting stabbed in the side with the remaining peon's blade. Fortunately for Zoob, the mace of the other peon goes wild, though his aim seems to be getting better and better now that the ringleader of these suprisingly competent idiots begins singing a shrill war song in a pigdin of Charnese tradespeak, elven, and Infernal. The nihilists chants a few words of his own and hands his hands down on his leg, closing the bite wound that Gurr left.
GAME: Corra rolls ranged+2+1-2-2: (4)+8+2+1+-2+-2: 11
GAME: Corra rolls ranged+2+1-2-2: (18)+8+2+1+-2+-2: 25
GAME: Corra rolls 1d8+8: (4)+8: 12
Corra looses two more arrows at one of the unwounded peons and the first misses but the second shot hits soundly almost dropping him, but he is still standing.
GAME: Zoob rolls craft/gunsmithing: (18)+10: 28
GAME: Zoob rolls ranged +2 -2 (DA): (8)+10+2+-2 (DA): 18
GAME: Zoob rolls 1d10+5: (2)+5: 7
Zoob hops backward again, frantically prying out the busted component on Bessie and socketing in a new one. As soon as the replaced charge is in place the gun goes off, finishing the aborted shot from before and taking the top of the thug's head right off. "Well. That worked I guess. Good Bessie."
GAME: Solace rolls ranged+1: (12)+5+1: 18
GAME: Solace rolls 3d6+5: (13)+5: 18
GAME: Pavel rolls 1d20+3: (6)+3: 9
Solace's head turns as he catches the familiar lilt of his home language, and he scowls. "What, did the Council boot you on your odiferous ass for incompetence?" he asks, but rather than waiting for an answer, he fires off a ray of shimmering, sticky lightning that crawls over the enemy's skin, hissing and popping.
GAME: You damaged Rhar for 1 points. -2 remaining. (DYING)
GAME: Rhar rolls 1d20+6: (16)+6: 22
GAME: Rhar rolls 1d6+3: (6)+3: 9
Rhar lies in a heap on the ground. Bleeding from the stab and the head-cracking. Gurr is not happy. He delicately explains the error in the peon's actions. By biting his face off.
Hissing some hateful words in Infernal, the nihilist curses Solace to blindness, but being a rough and tumble sort, it doesn't take. Meanwhile, the ringleader begins chanting some long winded spell.
GAME: Corra rolls 1d8+1: (8)+1: 9
GAME: You damaged Rhar for -9 points. 7 remaining.
GAME: Corra casts Cure Light Wounds. Caster Level: 1 DC: 14
Corra watches Gurr take out the other peon that is close and takes the opportunity to move over. She leans down to touch Rhar as she sings softly and casts a spell. Glowing moves from her to Rhar, healing.
GAME: Zoob rolls ranged +2 -2 -2 (PSB, Deadly Aim, Rapid Shot, touch attack): (1)+10+2+-2+-2 (PSB, Deadly Aim, Rapid Shot, touch attack): 9
GAME: Zoob rolls craft/gunsmithing: (8)+10: 18
Zoob levels his thunderbelcher at the ringleader. "I told you Bessie had something for you, here it is." He pulls the triggers and there is a small 'plink' sound as the capacitor drops off again and rolls. Zoob makes a grab for it and misses, scrabbling around as it lodges under the body of the guy he shot previously.
GAME: Solace rolls ranged+1: (8)+5+1: 14
GAME: Solace rolls 3d6+5: (10)+5: 15
Solace is happy to return insult for insult, in the same language, even. In Infernal, the half-Mul cheerfully calls him a failure to his homeland, his race (whatever that might be), all the gods both good and evil, and his parents (presumed to be a goat and a ooze, based on Solace's words). And he also shoots him again, like you do.
Rhar gets to her furry feet after the feeling-better. With the help of Gurr fur. She climbs aboard and growls loud at everybody. "Go for throat! Go for belly!"
GAME: Pavel rolls 1d8+5: (3)+5: 8
GAME: Pavel rolls 1d20+8: (17)+8: 25
GAME: Pavel rolls 1d6+8: (6)+8: 14
GAME: Pavel rolls 3d6: (15): 15
GAME: You damaged Solace for 14 points. 3 remaining.
GAME: Solace rolls will: (19)+5: 24
GAME: You damaged Zoob for 15 points. 16 remaining.
GAME: You damaged Solace for 7 points. -4 remaining. (DYING)
GAME: Corra rolls will: (2)+5: 7
GAME: You damaged Corra for 15 points. 12 remaining.
GAME: Rhar rolls will: (9)+4: 13
GAME: Rhar rolls 1d20+2: (17)+2: 19
GAME: You damaged Rhar for 15 points. -8 remaining. (DYING)
The ringleader finishes his incantations and gestures, mirrored by 5 copies. A few yards in front of solace appears a stocky dwarf made of stone and earth, which lurches forward to slam an earthen fist into his skull. With that distraction complete, the ringleader moves to heal the dark priest, who throws back his hood, revealing a malformed half-orc visage with the symbol of Gunakhar seared into his forehead. The old scar begins to smoke and bubble like a fresh wound, releasing death and decay all around.
GAME: Corra rolls ranged+2+1-2-2: (14)+8+2+1+-2+-2: 21
GAME: Corra rolls ranged+2+1-2-2: (20)+8+2+1+-2+-2: 27
GAME: Corra rolls ranged+2+1-2-2: (10)+8+2+1+-2+-2: 17
GAME: Corra rolls 1d8+8: (7)+8: 15
GAME: Corra rolls 3d8+24: (15)+24: 39
Corra really did not like the effects of that channel. She pulls back her bow and takes a deep breath aiming as she looses first one and then a second arrow at the half orc. The first shot takes him solidly. The second takes the nihilst in the eye and down the priest goes.
GAME: Zoob rolls craft/gunsmithing: (17)+10: 27
GAME: Zoob rolls ranged +2 -2 (PSB, Deadly Aim, touch attack): (6)+10+2+-2 (PSB, Deadly Aim, touch attack): 16
GAME: Zoob rolls 1d6: (3): 3
GAME: Pavel rolls 1d6: (3): 3
GAME: Zoob rolls 1d10+5: (9)+5: 14
Zoob scrabbles and finds his capacitor, slamming it home and raising Bessie. He fires again at the multiple guy, his bullet finding a home. "Hah! There you go, present from Bessie! Next time I'll giftwrap it for you."
The leathered up leader of what is now a party of one gasps as the bullet tears through his stomach and a wolf snaps away at one of his exact copies, causing it to blink out of existence. "You haven't seen the last of Chuckwith Stepleton!" He stacks one cliche on top of another one by shaking his 5 fists as he says it, but what can you expect from a bard. With a quick muttering of a spell, he fades from sight and flees from the scene of carnage. The elemental doesn't fare much better under the continued attention of the likes of you adventurers, but it gives him time to flee in the chaos.
After patching your comrades up, you turn to discover some bad news. Subject to the life draining magics of the deformed priest, Lebunski is nothing more than rabbit jerky, frozen in one last moment of horror. Wrapping the stiff little chunk in a rag, you endure the walk of shame of a seemingly failed adventure back to Geoffrey's manor, only to find the fat gnome happy as a clam in front of the fireplace, with an intact Lebunski in his lap, nibbling on a carrot.
"Hey, it turns out he wasn't kidnapped! I found him hiding in Merwin's room! Speaking of, have you seen him? I looked all over and I couldn't find him, not since you left!"
DUN DUN DUUUUUUUUUUUUUUN!!!!!