
Clancy the Just |

Clancy regards his mug almost ruefully. "Maybe one night of rest at a decent inn would have been nice. As opposed to the terrifying thrill of a new adventure. Ah well..." He rises to his feet and grins at Roscoe and Zathra. "Coming?"

DM Brainiac |

You rise to your feet and begin to head to the door, but before you get far, the entire inn begins to rumble and shake! Tables rattle and candles sputter, and the inn's patrons cry out in surprise!
Suddenly, the inn begins to sink into the earth! The inn doesn't fall in, though--it is drawn forcefully and quickly by a force, like an occult hand dragging the building deep into the earth. The east end sinks first, then the entire building begins to slide!
Every PC must make a DC 11 Reflex save—failure means they take 1d6 damage, either from landing awkwardly on the east wall, which is now the lowest point of the inn as it sinks, or being struck by falling-sliding-shifting debris. A 6 on the damage die indicates a broken bone, as with falling damage. Succeed or fail, the PCs all wind up on the east wall (or hanging on to the door frame, window frames, etc.) as the inn sinks.

Clancy the Just |

Clancy is taken utterly by surprise and is unable to keep his feet, slamming painfully into the wall that is apparently... sinking? "I thought this only happens to ships!" He screams out, his voice tinged with panic despite his efforts to try and keep calm. The idea of being swallowed up into the ground, suffocating slowly as dirt fills his mouth while he gasps for air... The cleric tries to look through the window or door to see what is below, and maybe why they seem to be sinking into the ground...
Reflex Save: 1d20 - 2 ⇒ (3) - 2 = 1
Damage: 1d6 ⇒ 1

DM Brainiac |

Reflex: 1d20 ⇒ 4
Damage: 1d6 ⇒ 4
Zathra shouts in surprise as she tumbles through the air, smashing into the wall beside Clancy. "By Crom! What in the hells is happening?" she groans.
The other patrons, along with the inn's staff, all careen across the room, most of them becoming injured in the process. A few weep and scream, cradling broken arms and legs.
The inn continues to slide into the earth. The wagon wheel candelabras bank up against the thatch roof, which begins to burn. Finally, the inn comes to rest on its side, defying physics by not crashing and erupting into a thousand pieces. The air inside is choked with dust and debris, and the roof is on fire!
Outside, you can hear several voices chanting, the sound reaching a crescendo a moment after the inn comes to a rest. As you get to you feet, two foul-looking men in ragged robes clamber in through the sideways door. Their faces are elongated, their ears are pointed and have moved up towards the tops of their heads, their eyes are a sickly yellow, and their front teeth are prominent and jutting. They wield man-catchers, pole-mounted pincers, and they stalk toward the broken and hopeless patrons with a wicked gleam in their eyes!
Clancy: 1d20 - 2 ⇒ (3) - 2 = 1
Degan: 1d20 ⇒ 9
Mirinde: 1d20 - 1 ⇒ (5) - 1 = 4
Roscoe: 1d20 + 2 ⇒ (13) + 2 = 15
Zathra: 1d16 + 1 ⇒ (3) + 1 = 4
Enemies: 1d20 ⇒ 20
Before you can react, they attack. The first one jabs his weapon at the injured innkeeper. It closes around the man, the spiked interior of the pincers threatening to further hurt him if he doesn't comply with their movements. The other enemy fails to hit the barmaid.
Attacks: 1d16 + 2 ⇒ (14) + 2 = 161d16 + 2 ⇒ (3) + 2 = 5
Everybody may act!

Clancy the Just |

The cleric opens his mouth to answer Zathra, but can only cough as the stirred up dust gets into his throat. At least they aren't sinking any further... and then those strange, fearsome looking beasts burst through the sideways door and fall upon the staff before anyone can react. "Hey! Leave him be!" Clancy cries out, rushing to assist the barkeep who has been pinned by the exotic-looking weapon wielded by one of the monsters. "Help her!" He calls out to Zathra as he readies his warhammer and summons magic to hopefully paralyze his foe. An ethereal grey mist surrounds the hammer as he swings it at the creature!
Paralysis Spell - Caster Level Check: 1d20 + 3 ⇒ (13) + 3 = 16 = Success! Hands and melee weapon attacks paralyze targets on a successful hit for 5 rounds.
12-13: The cleric's hands and melee weapons are charged with the energy of paralysis. The cleric makes a normal attack this round if it hits the enemy takes normal damage and must make a Will save vs. spell check DC or be completely paralyzed for Duration: 1d6 + 2 ⇒ (2) + 2 = 4 rounds.
14-17: As above, but spell duration is Spell Duration: 1d4 + 2 ⇒ (3) + 2 = 5 rounds instead of a single round.
Warhammer Attack: 1d20 + 1 ⇒ (14) + 1 = 15
Warhammer Damage: 1d8 + 2 ⇒ (5) + 2 = 7 + Will Save vs DC 16 to avoid being paralyzed for 4 rounds.
No shield readied this round, move toward the creature attacking the innkeeper as he grabs his warhammer and casts Paralysis - which allows him to make an attack in this same round. Hoping to paralyze the thing before he can harm the barkeep.

Mirinde the Elf |

Mirinde squints in the dim light as she glances up at the burning roof, "We have to get out of here!" She cries out. Turning her attention to the strange arrivals she decides to summon some allies here...
Casting Animal Summoning to bring forth a wolf to engage the newcomers here. Move towards the door.
Spell Check: 1d20 + 2 ⇒ (6) + 2 = 8 Looks like a fail here.

Roscoe Nimblepip |

Roscoe rumbles forward to engage the creature attacking the barmaid.
"Hey. Pick on someone not your size"!
1d16 + 2 ⇒ (4) + 2 = 6 Axe 1
1d6 + 2 ⇒ (5) + 2 = 7 Edge 1
1d16 + 2 ⇒ (13) + 2 = 15 Axe 2
1d6 + 2 ⇒ (3) + 2 = 5 Edge 2
Not going to spend enough luck to make first attack hit... but maybe number 2.

Zathra |

Zathra is angry about the turn of events. Very angry! She lets loose a battle cry as she rushes the man holding the innkeeper. The point of her polearm smashes his nose as it goes through his rat-face, exploding out the back of his head! The mutant man goes limp and drops his man-catcher.
Attack: 1d20 + 1 + 1d4 ⇒ (20) + 1 + (3) = 24
Crit: 1d14 ⇒ 5
Damage: 1d10 + 1 + 3 + 1d6 ⇒ (7) + 1 + 3 + (3) = 14

Clancy the Just |

"Folks! Climb out through the door! Women first, men help them up and out!" Clancy bellows out to those trapped in the building as he quickly scans the corpses of the rat men. If the fire is spreading, he snatches the robes from their bodies and does his best with them to stamp out any flames hampering their escape.
Let's get outta here! Is the fire spreading? While the patrons are making their way out in a hopefully somewhat orderly manner, Clancy takes a look a the robed creatures - a quick look if the fire is spreading. Anything notable about them?

Degan the Unready |

Degan is not sure about this "men helping the women out first" idea... he can say it is just because there could be threats outside as Mirinde indicates, but he really wants to get out of the inn.
He draws and loads his crossbow while waiting for the elf to report back.

DM Brainiac |

The fire is spreading slowly. You probably have several minutes to escape before things turn deadly.
Clancy discovers the mutated rat-men wear symbols of a snarling, horned rat. The cleric recognizes it as the symbol of the devil Chytivox, the Crawling Lord! The Order represents the most extreme and repugnant ideals of Law—oppression, slavery, and a merciless survival of the fittest ethic. The cult thrives on conflict and cannot abide Neutrality.
Looking out a window, Mirinde can see an enormous cavern illuminated by burning torches jammed into fissures in the walls. A few hundred feet away, nearly a dozen hooded figures stand in a semi-circle around a towering idol of a six-armed rat, each hand holding a burning flame.
They are far enough away that you should be able to evacuate the inn’s patrons without attracting their attention...

Clancy the Just |

Clancy hears Mirinde and moves toward the elf, glancing out the window at the scene in the enormous cavern. He sucks in air between his teeth in a surprised hiss and whispers to Mirinde. "They are worshippers of Chytivox, the Crawling Lord. Dwelling right below the inn, it appears. We must deal with this infestation or they will surely spread, turning the locals into slaves. And that will only be the beginning."
Once the others are made aware of the cultists and their rat god, and as the last of the patrons are escaping, the cleric shares what he knows of Chytivox with everyone. "Getting clear of the inn won't be enough, I'm afraid. We should deal with this cult so that they cannot terrorize the locals. This is only the start. But I ask you all, should we clear out now and regroup outside? Or charge in now while they're not expecting us?"

Degan the Unready |

Degan is troubled by Clancy's words.
"I suppose someone must deal with them, and if you wish to do that, then I can help.
But I don't charge in anywhere. If you give me a few moments, I can try to sneak up on them, so that when you boldly charge in, I can strike unnoticed. I'll try to find a spot about forty feet before them, so that if they come for you I can strike from the shadows."
Would Degan make both Hide in Shadows and Sneak Silently checks to sneak up in preparation for a Backstab? I would assume so. Is there some cover to move down the cavern towards the rat-men? As I said, he'd want to stop about 40' away, since I expect they will come towards the party when the party charges.
Sneak Silently: 1d20 + 5 ⇒ (14) + 5 = 19

Roscoe Nimblepip |

"Well I hate just chargin in... but if they're standing around that thing chanting we may be pressed for time".
Roscoe begins to move forward trying to keep to shadows and cover, but intent on interrupting whatever they're trying to do.
"Oh, and keep in mind they might need a sacrifice to complete the ritual which would explain the attack on the inn".

DM Brainiac |

Yes, it would be both. Nice rolls!
As the inn’s staff and patrons cower a safe distance away from the burning structure, Degan moves quietly to get closer to the cultists. He makes it there unseen. Up close, Degan notices one of the robed figures seems to be leading their chanting, a normal-looking human woman in a breastplate. She stands behind a stone slab altar, foul with dried blood.

Clancy the Just |

Clancy nods at Degan and Roscoe. "A good point, perhaps they believed their assassins would take care of the patrons and so aren't in a rush to head over. They might even be expecting a delivery, which means we'll have to move quickly before they become suspicious. Get in place, we'll follow shortly. If it looks like you're seen, we'll move quickly."
As the thief and the halfling slip away, a thought occurs to the cleric and he grins. "Perhaps we can make them think that all is well... Zathra and I could don the cloaks of those cultists and pretend to have captured Mirinde with the man catcher weapon. That might get us close enough to launch an attack before they realize anything is wrong."
As they talk over plans, Clancy will cast a spell to hopefully bring Justicia's blessing upon him.
Blessing Spell - Caster Level Check: 1d20 + 3 ⇒ (12) + 3 = 15
14-17: +1 to attack & damage rolls, saves, skill & spell checks for 1 turn
As the magic takes hold, Clancy flushes a bit as a heavenly chorus begins to softly sing in his presence. "Hopefully their chanting and the distance between us will keep them from hearing that until we're rushing them." He apologizes to the others. He thinks for a moment, then asks. "Would either of you like the blessings of Justicia? If she allows it, of course."
Clancy may be Lawful, but he's not a paladin that frowns on using stealth and trickery when needed! Not sure it'd fool them for long, but maybe for long enough for us to get close and charge in to attack. Casting Blessing just before we head in - whatever we decide to do. I can also cast the spell on Zathra and Mirinde if they'd like. If the target isn't Lawful, then it'll be at a caster check penalty of -1 if they are Neutral or -2 if Chaotic.
I also plan to cast Protection From Evil, but not until we're out in the open and about finished with the attempted subterfuge - as the 'soft protective glow' that will surround Clancy would be a dead giveaway at any distance. I'm hoping the softly singing choir won't be heard until we're almost on them.

Mirinde the Elf |

Mirinde considers the cleric's plan carefully, before nodding slowly. "Yes, a good way to catch them off guard...but before you 'capture' me I wish to further aid our plans and befuddle theirs." She then prepares her spell here...
Cast Animal Summoning (again) to bring forth a swarm of bats. Should be harmless but hopefully will distract them further.
Spell Check: 1d20 + 2 ⇒ (13) + 2 = 15 The caster summons one mundane animal of up to 2 HD, or two animals of 1 HD or less.
"I would be...honored to accept your blessing Clancy."

Clancy the Just |

Clancy smiles at Mirinde, then calls upon Justicia - sending an additional prayer just before he casts the spell. "I know she follows a different path than my own, but she has proven herself a good and firm ally. I ask humbly for your generosity in granting this favor to your servant."
Blessing Spell - Caster Level Check: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
But the spell fails to take hold and he can only wince and apologize. "It would seem that my patron disapproves of my action. I am sorry."
Notes:
+1 to attack & damage rolls, saves, skill & spell checks for 1 turn
Disapproval 2

DM Brainiac |

Mirinde casts her spell, and a cloud of chittering bats appears, flying about the cavern in front of the group.
Seeing Clancy's spell falter on Mirinde, Zathra waves the cleric off. "Do not tempt your goddess's further disapproval. I will rely on my might alone. Amun Tor, guide my thoughts, and Crom, guide my blade!"
With all preparations in place, you begin to rush toward the chanting cultists. Only when you get within 60 feet does the lead cultist finally cease her chanting and point a finger at you. "In the name of the Crawling Lord, kill them all!" she shrieks.
Up close, you can see that her hair is in braids, and a live rat with glowing red eyes is tied by the tail into each braid, giving her a crown of living hell rats! The rats squeak and squirm, hissing at you!
Clancy: 1d20 - 2 ⇒ (5) - 2 = 3
Degan: 1d20 ⇒ 3
Mirinde: 1d20 - 1 ⇒ (1) - 1 = 0
Roscoe: 1d20 + 2 ⇒ (17) + 2 = 19
Zathra: 1d16 + 1 ⇒ (12) + 1 = 13
Enemies: 1d20 ⇒ 20
The priestess draws a shortbow and fires a poisoned arrow into Clancy's side!
Shortbow: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 ⇒ 6
The other cultists shout and rush towards you, baring their ratlike fangs! They make it into melee range of your front rank.
Of course, none of them notice Degan hiding in the shadows nearby...
6 damage to Clancy. He must make a DC 13 Fortitude save or take 1d2 points Strength, Agility, and Stamina damage.
Everybody may act! Six cultists are within melee range of the group, while the high priestess is 60 feet away (40 feet away from Degan).

Roscoe Nimblepip |

Roscoe firms his resolve and dashes in like a rabid wolf, swinging both hand axes with fervor.
1d16 + 2 ⇒ (7) + 2 = 9 Handaxe 1
1d6 + 2 ⇒ (6) + 2 = 8 Edge 1
1d16 + 2 ⇒ (5) + 2 = 7 Handaxe 2
1d6 + 2 ⇒ (2) + 2 = 4 Edge 2
"Crawling Lord this"!
Wow. Not even close enough to spend luck. I've had terrible dice rolls in this game ever since it started.

Mirinde the Elf |

Mirinde motions for the bats to harass the cultist leader before she draws her own dagger, swinging clumsily at her foe!
Mithril Dagger: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
She hisses at the cultist, "Perhaps you should consider a new occupation, else you become a dying corpse!"

Clancy the Just |

As he charges toward the ceremony they've interrupted, Clancy winces as the priestess's arrow pierces his side, but the cleric does his best to ignore the pain and the foul burning that emanates from the wound.
Fort Save: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16 = Success!
As Clancy engages the front rank of cultists, he again calls upon Justicia to grant him the ability to paralyze his foes - for the priestess is a terrible threat and though he hopes Mirinde's bats and his hidden companions will make life miserable for her soon, he doesn't like the idea of them fighting her alone.
Paralysis Spell - Caster Level Check: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 = Success!
12-13: The cleric's hands and melee weapons are charged with the energy of paralysis. The cleric makes a normal attack this round if it hits the enemy takes normal damage and must make a Will save vs. spell check DC or be completely paralyzed for Duration: 1d6 + 2 ⇒ (4) + 2 = 6 rounds.
14-17: As above, but spell duration is Spell Duration: 1d4 + 2 ⇒ (3) + 2 = 5 rounds instead of a single round.
A grey mist coalesces around the cleric's warhammer and he swings at the nearest cultist!
Warhammer Attack: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Warhammer Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 + Will Save vs DC 16 or paralyzed for 6 rounds!
Notes:
+1 to attack & damage rolls, saves, skill & spell checks for 1 turn.
Targets hit by Clancy's warhammer during the next 4 rounds must pass a Will save vs DC 16 or paralyzed for 1d4+2 rounds.

DM Brainiac |

Will vs Paralysis: 1d20 + 1 ⇒ (16) + 1 = 17
Bat Swarm: 1d20 + 1 ⇒ (20) + 1 = 21
Crit: 1d8 ⇒ 2
Damage: 1d3 ⇒ 3
Roscoe misses with his axes, but Zathra lands a good hit, impaling one of the cultists. Clancy smashes another foe with his hammer, then Degan steps out of the shadows and backstabs a third! Mirinde slashes Clancy's opponent, then the swarm of bats descends on the cultists with a vengeance! All three wounded foes go down as blood flies from the bats' critical bites, and the remaining three cultists are temporarily stunned!
"Grr! Two can play that game!" the high priestess of the Crawling Lord shouts. She enacts a summoning spell of her own--
Hell Rats: 1d20 + 5 ⇒ (15) + 5 = 20
Sacrifice: 1d3 ⇒ 3
--grimacing in pain as blood pours from eyes. But the spell is a success. The flickering flames on the statue dim for a moment, then with a puff of smoke and brimstone, a rat devil appears! The rat devil is 10 feet tall, with six arms, mottled fur, insane red eyes, and the whiff of hell about it. It shrieks as it lashes out at the bat swarm, teeth gnashing as it destroys several of the flying mammals.
Bite: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Bat swarm takes half damage from non-area attacks so it has 2 HP left. Everybody may act!

Clancy the Just |

If the cultists are still blocking his progress, Clancy swings at another, trying to get through these foes so that he can reach either the priestess or the devil rat she has summoned!
BUT...
If the cultists are stunned and not blocking his progress, the cleric heads straight toward the priestess, shouting out a challenge as he swings his warhammer at her head!
I'm guessing the three surviving cultists are still up and fighting? If not and they're truly stunned and unable to attack or take actions, Clancy will make a beeline for the priestess and lay into her with the attack!
Warhammer Attack: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17
Warhammer Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 + Will Save vs DC 16 or paralyzed for Duration: 1d6 + 2 ⇒ (3) + 2 = 5 rounds!
Notes:
+1 to attack & damage rolls, saves, skill & spell checks for 1 turn.
Targets hit by Clancy's warhammer during the next 3 rounds must pass a Will save vs DC 16 or paralyzed for 1d6+2 rounds.

Degan the Unready |

I'm not sure if in DCC "stunned" from the crit table counts as "when the target is otherwise unaware" as per the Backstab rules. Degan is going to stab a stunned cultist before they come around, but he may just get a regular dagger strike depending on how aware they are.
Degan is never one for a fair fight. He will gladly take advantage of the bats' incapacitation of the cultists, and try to strike one down.
Attack, Backstab: 1d20 + 2 ⇒ (13) + 2 = 15 1 lower if not backstab
Backstab Damage: 1d10 ⇒ 2 or Regular Damage: 1d4 ⇒ 2
Crit Table II if backstab: 1d10 ⇒ 5
Blow pierces foe’s kidneys. Inflict +3d3 damage with this strike, and the foe is stunned for 1 round.
Extra Crit Damage: 3d3 ⇒ (1, 2, 3) = 6

Zathra |

Zathra holds her polearm in a defensive position as she stabs the nearest cultist. As the rat-man falls, she moves up to threaten the rat devil and keep its attention!
Attack: 1d20 + 1 + 1d4 ⇒ (11) + 1 + (3) = 15
Damage: 1d10 + 1 + 3 ⇒ (5) + 1 + 3 = 9
+1 AC for 1 round from the Mighty Deed.

Roscoe Nimblepip |

Determined to make up for his last embarrassing performance, Roscoe renews his vege-matic flying axes attacks.
1d16 + 2 ⇒ (9) + 2 = 11 Axe 1
1d6 + 2 ⇒ (2) + 2 = 4 Edge 1
1d16 + 2 ⇒ (1) + 2 = 3 Axe 2
1d6 + 2 ⇒ (4) + 2 = 6 Edge 2
Wow! Roscoe needs another line of work.
Roscoe will spend (2) points of luck to bring attack #1 up to a 15 before he trips over his own feet...NOTE: Cut my foot hair it's getting too long.

DM Brainiac |

Bat Swarm: 1d20 + 1 ⇒ (6) + 1 = 7
The remaining cultists fall as Degan, Clancy, and Zathra take them down! Roscoe moves up alongside Zathra to face the rat devil, managing a lucky strike. Mirinde’s arrow is foiled by the priestess’s armor.
The bats swarm harmlessly around the devil. The priestess hefts her bow again and fires another poisoned arrow that grazes Clancy. The rat devil lashes out but doesn’t hit!
Shortbow: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 ⇒ 1
Bite: 1d20 + 6 ⇒ (3) + 6 = 9
1 damage to Clancy. He must succeed at a DC 13 Fortitude save or take 1d2 points of Strength, Agility, and Stamina damage.

Roscoe Nimblepip |

Dang it! My lucks gotta change soon.
Roscoe drops his hand axes, draws his shortbow and shoots.
This is assuming he's not in melee next to the creature. If so, he'll move away before firing.
"Spread out! Make it move to hit us"!
1d20 + 2 ⇒ (1) + 2 = 3 Shortbow
1d6 ⇒ 4 Point of arrow
And his incredible run of bad luck continues as the bow string snaps and the arrow falls uselessly to his feet piercing his left foot on it's downward path
I should probably take a point of damage for that.
Roscoe is starting to wonder if he should have just taken the deal the chaos gods offered. Things couldn't be turning out any worse.

Clancy the Just |

Fort Save: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21 = Success!
Another arrow clips his arm, and Clancy is able to ignore the foul venom that coats the tip of the projectile - and though the gash along his bicep isn't deep, still it's yet another injury suffered.
Clancy decides to ignore the devil rat for a moment and charges the priestess with a battle cry, swinging his warhammer at her head!
Warhammer Attack: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Warhammer Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 + Will Save vs DC 16 or paralyzed for Duration: 1d6 + 2 ⇒ (1) + 2 = 3 rounds!
Notes:
+1 to attack & damage rolls, saves, skill & spell checks for 1 turn.
Targets hit by Clancy's warhammer during the next 2 rounds must pass a Will save vs DC 16 or paralyzed for 1d6+2 rounds.
That's insane, Roscoe. I don't know if Clancy is sucking up your luck at dice rolls or not! Though not sure a 14 will hit... If it misses, do you mind throwing me a point of luck for a +2? That'd probably do it.

Roscoe Nimblepip |

[dice=Fort Save]1d20 +2 +1 = Success!
Another arrow clips his arm, and Clancy is able to ignore the foul venom that coats the tip of the projectile - and though the gash along his bicep isn't deep, still it's yet another injury suffered.
Clancy decides to ignore the devil rat for a moment and charges the priestess with a battle cry, swinging his warhammer at her head!
[dice=Warhammer Attack]1d20 +1 +1
[dice=Warhammer Damage]1d8 +2 +1 + Will Save vs DC 16 or paralyzed for [dice=Duration]1d6 +2 rounds!Notes:
+1 to attack & damage rolls, saves, skill & spell checks for 1 turn.
Targets hit by Clancy's warhammer during the next 2 rounds must pass a Will save vs DC 16 or paralyzed for 1d6+2 rounds.That's insane, Roscoe. I don't know if Clancy is sucking up your luck at dice rolls or not! Though not sure a 14 will hit... If it misses, do you mind throwing me a point of luck for a +2? That'd probably do it.
You better believe it. Might as well be good for something ;-)

DM Brainiac |

Will: 1d20 + 4 ⇒ (15) + 4 = 19
Bats: 1d20 + 1 ⇒ (13) + 1 = 14
Mirinde, Roscoe, and Zathra all miss with their attacks. As Degan falls back, Clancy charges at the priestess. Some of Roscoe's luck rubs off on the cleric, guiding his hammer to connect with the crazed woman's face in a crushing blow! She resists the paralysis spell. The bats swarm ineffectually around the rat devil.
The priestess shrieks something unintelligible at Clancy, and the hell rats in her hair squeak angrily as well! She drops her bow and draws a club as she swings on Clancy, but her wild swing leaves her off-balance!
Club: 1d20 + 3 ⇒ (1) + 3 = 4
Fumble: 1d12 ⇒ 11
Meanwhile, the rat devil attacks Zathra. Its teeth sink into her shoulder, injecting her with a fever toxin that causes the warrior woman to bleed from the eyes and mouth!
Bite: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Zathra Fortitude DC 13: 1d20 + 1 ⇒ (8) + 1 = 9
Bleed Damage: 1d3 ⇒ 3
6 damage to Zathra, as well as 1 point of Stamina and Agility damage. Everybody may act.

Mirinde the Elf |

Mirinde knows the bats would not last much longer against the rat-devil so she decides to chance some magic here...taking her dagger she scratches the symbol of the Lady in Blue on her forearm enough to draw blood as she calls forth the fell energy!
Cast Chill Touch (I am assuming it is still night time?); Use 1 point of Spellburn (STA)
Spell Check: 1d20 + 2 ⇒ (13) + 2 = 15 Success! Her hands are charged with negative energy and will do +1d6 necromantic damage on her next hit.

Roscoe Nimblepip |

Roscoe screams in rage and frustration and charges at the beast.
1d16 + 2 ⇒ (9) + 2 = 11 Hand-axe 1
1d6 + 2 ⇒ (3) + 2 = 5 Edge 1
1d16 + 2 ⇒ (15) + 2 = 17 Hand-Axe 2
1d6 + 2 ⇒ (6) + 2 = 8 Edge 2
Roscoe will spend (2) points of luck to bring the first attack up to a 15
"Die you abomination".