
Werewolf inn patron |

If Iommi's attempt to bluff the wolves has no effect or doesn't happen before the wolve's attack Hisao hits out at the closest wolf.
I believe they're flat footed so one might actually hit :(
[dice=Invisible attack on closest wolf]1d20+10;1d6+2+1d6+4d6
[dice=Ki Invisible attack on closest wolf]1d20+10;1d6+2+1d6+4d6
Retroactive correction: these werewolves aren't wearing armor, so flat-footed AC is only 14, not 20....
Hisao's first thrust misses, but his second opens a werewolf's throat, and it falls with a strangled yelp!
1 of the 3 surrounding Hisao is down....

Werewolf inn patron |

Alphonse smiles grimly as the werewolves' maws and claws fail to find purchase on him.
"Armored I may be by a 'breastplate of faith and love', but this Sky Steel has served me just as well."
[dice=Foereaper]1d20+12
[dice=Foereaper Iterative]1d20+5
[dice=Damage]2d4+13
Retroactive correction:
Alphonse misses with his first swing, but his holy vorpal scythe rips a bloody gash in the chest of one of the werewolves on his backswing!
YYOOOOWWWLLL!!!
The beast still stands, but pants in pain and bleeds profusely from its fresh wound!

Werewolf inn patron |

Iommi-Tyr Magnusson retrieves and drinks his potion of Gaseous Form, provoking three attacks of opportunity....
AoO bite 1d20 + 6 ⇒ (8) + 6 = 14 misses....
AoO bite, flanking 1d20 + 8 ⇒ (5) + 8 = 13 misses....
AoO bite, flanking 1d20 + 8 ⇒ (14) + 8 = 22 sinks into Tyr's arm for 1d6 + 4 ⇒ (1) + 4 = 5 piercing, and since he's already got the were-cooties, no need to make a saving throw....

Werewolf inn patron |

Grimacing at how hard these beasts are to hit Hisao continues to slash at them.
[dice=Invisible attack on closest wolf]1d20+10;1d6+2+1d6+4d6
[dice=Invisible attack on closest wolf]1d20+10;1d6+2+1d6+4d6
With uncanny grace and lethal precision, the invisible ninja opens major arteries in the inner thighs of his two remaining attackers, and both werewolves collapse, howling in pain as they bleed out their life's blood!
Hisao has defeated all three of the werewolves around him!

Alphonse Veritus |

Putting my action now since you seem to be posting wolf actions and I'm going to work soon.
Foereaper: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 2d4 + 13 ⇒ (3, 2) + 13 = 18
Iterative: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d4 + 13 ⇒ (3, 2) + 13 = 18
OH BABY CONFIRM: 1d20 + 12 ⇒ (17) + 12 = 29
Alphonse flicks out his scythe, and the blade vibrates as it hits the first werewolf, striking its head clean from its body!

Werewolf inn patron |

Putting my action now since you seem to be posting wolf actions and I'm going to work soon.
[dice=Foereaper]1d20+12
[dice=Damage]2d4+13[dice=Iterative]1d20+5
[dice=Damage]2d4+13[dice=OH BABY CONFIRM]1d20+12
Alphonse flicks out his scythe, and the blade vibrates as it hits the first werewolf, striking its head clean from its body!
Nice beheading! :)
Cleanly beheading one werewolf with Foereaper and dealing a finishing blow to the one he wounded previously is enough to convince the third werewolf harassing Alphonse.... It turns and withdraws, whimpering in fear and submission!
Alphonse has defeated all three of his werewolves!

Werewolf inn patron |

Before he has a chance to behead one and finish off another, causing the third to flee, the werewolves around Alphonse do attack him:
Bite 1d20 + 6 ⇒ (18) + 6 = 24 misses....
Claw 1d20 + 6 ⇒ (15) + 6 = 21 misses....
Claw 1d20 + 6 ⇒ (12) + 6 = 18 misses....
Flanking bite 1d20 + 8 ⇒ (18) + 8 = 26
Flanking claw 1d20 + 8 ⇒ (6) + 8 = 14
Flanking claw 1d20 + 8 ⇒ (15) + 8 = 23
Flanking bite 1d20 + 8 ⇒ (11) + 8 = 19
Flanking claw 1d20 + 8 ⇒ (9) + 8 = 17
Flanking claw 1d20 + 8 ⇒ (14) + 8 = 22
Again, the three werewolves attacking Alphonse are frustrated and fail to find any soft spot in his mighty panoply!

Werewolf inn patron |

The three around Paddy:
Bite 1d20 + 6 ⇒ (12) + 6 = 18
Claw 1d20 + 6 ⇒ (17) + 6 = 23 deals 1d6 + 3 ⇒ (5) + 3 = 8 slashing and curse (Fort DC 15)
Claw 1d20 + 6 ⇒ (20) + 6 = 26 deals 1d6 + 3 ⇒ (6) + 3 = 9 slashing and curse (Fort DC 15)
Flanking bite 1d20 + 8 ⇒ (3) + 8 = 11
Flanking claw 1d20 + 8 ⇒ (15) + 8 = 23 deals 1d6 + 3 ⇒ (4) + 3 = 7 slashing and curse (Fort DC 15)
Flanking claw 1d20 + 8 ⇒ (12) + 8 = 20
Flanking bite 1d20 + 8 ⇒ (17) + 8 = 25 deals 1d6 + 4 ⇒ (1) + 4 = 5 piercing and curse (Fort DC 15), plus trip 1d20 + 6 ⇒ (10) + 6 = 16 fails to drag Paddy prone....
Flanking claw 1d20 + 8 ⇒ (7) + 8 = 15
Flanking claw 1d20 + 8 ⇒ (15) + 8 = 23 deals 1d6 + 3 ⇒ (2) + 3 = 5 slashing and curse (Fort DC 15)
Yikes! 34 total damage to Paddy, and 5 Fort DC 15 saves vs curse of lycanthropy! Sorry, Paddy! :(

Werewolf inn patron |

Against Nacht (after his round 1 actions, so this might be retroactively changed)....
Bite 1d20 + 6 ⇒ (13) + 6 = 19
Claw 1d20 + 6 ⇒ (3) + 6 = 9
Claw 1d20 + 6 ⇒ (13) + 6 = 19
Flanking bite 1d20 + 8 ⇒ (5) + 8 = 13
Flanking claw 1d20 + 8 ⇒ (14) + 8 = 22
Flanking claw 1d20 + 8 ⇒ (19) + 8 = 27
Flanking bite 1d20 + 8 ⇒ (7) + 8 = 15
Flanking claw 1d20 + 8 ⇒ (10) + 8 = 18
Flanking claw 1d20 + 8 ⇒ (7) + 8 = 15
The Beetle Man dodges or parries all incoming bites and claws with supernatural speed and skill!

Werewolf inn patron |

Against Iommi-Tyr:
The three werewolves surrounding Tyr are perplexed and startled when the sage gulps down a potion and transmutes into a cloud of multicolored gas! They sniff the gas.... It still smells like their prey, but how does one rend and eat gas!? The three werewolves hold their actions, unsure of what to do!

Iommi-Tyr Magnusson |

I need a bit of description of the area in which we stand, including some specifics.
Are there trees very nearby, for example, and how high up are the canopies? Are we on a hillock or in a ravine? How wide is the road (path) if we are on one? If there are trees, are they easily climbable?
My first thought is to Dismiss the Gaseousnees once I'm thirty feet up a tree looking down at the Werewolves and then Bomb them from range. But I need a hint of description.

Hoenheim Dobberkau *Nacht* |

Ah I return, Seems I have one save at least; I see they are unarmored. These were the same ones we assumed made the noise from before correct?

Hoenheim Dobberkau *Nacht* |

Round One: Rough Roundy Piper
=================================
Silver, the Wolf-beings did not like silver. It made their flesh as soft as other beings. But one hurt it. One deemed stronger than the rest. Clearly if Nacht rended that wolf-being, the rest would cower.. and the hunt would begin.
Fort Save: 1d20 + 8 ⇒ (13) + 8 = 21
Nacht only had 3 such weapons, though that did not matter. The one known as Keenstar had served Nacht well. The legs, yes Nacht would cut from the legs up, being squelled when this happened. As the excitement rose, Nacht revealed its face blade sinking into the flesh of the wolf-beings. The eyes of one predator to another oozed from his form.
Multi Ant Keenstar Slash: 1d20 + 11 ⇒ (20) + 11 = 311d8 + 9 ⇒ (2) + 9 = 11
Multi Ant Lead Silver Shortsword: 1d20 + 10 ⇒ (16) + 10 = 261d6 + 7 ⇒ (2) + 7 = 9
Multi Ant Lead Silver Shortsword: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 7 ⇒ (1) + 7 = 8
Multi Ant Lead Silver Dagger: 1d20 + 10 ⇒ (8) + 10 = 181d4 + 7 ⇒ (1) + 7 = 8
Confirm Multi Ant Keenstar Slash: 1d20 + 11 ⇒ (9) + 11 = 201d8 + 9 ⇒ (6) + 9 = 15

Hoenheim Dobberkau *Nacht* |

Round Two: The Round Train Runs on Wolf Pain Baby! WOOOO!
=================================
The thrill of reaping was strong, very strong, each stab met with resistence, each thrust with the squish of flesh, and the fear... Nacht could smell the fear.
Multi Ant Keenstar Slash: 1d20 + 11 ⇒ (8) + 11 = 191d8 + 9 ⇒ (4) + 9 = 13
Multi Ant Lead Silver Shortsword: 1d20 + 10 ⇒ (18) + 10 = 281d6 + 7 ⇒ (1) + 7 = 8
Multi Ant Lead Silver Shortsword: 1d20 + 10 ⇒ (19) + 10 = 291d6 + 7 ⇒ (5) + 7 = 12
Multi Ant Lead Silver Dagger: 1d20 + 10 ⇒ (7) + 10 = 171d4 + 7 ⇒ (2) + 7 = 9
Confirm Multi Ant Lead Silver Shortsword: 1d20 + 10 ⇒ (19) + 10 = 291d6 + 7 ⇒ (6) + 7 = 13

Werewolf inn patron |

Round One: Rough Roundy Piper
=================================Silver, the Wolf-beings did not like silver. It made their flesh as soft as other beings. But one hurt it. One deemed stronger than the rest. Clearly if Nacht rended that wolf-being, the rest would cower.. and the hunt would begin.
[dice=Fort Save]1d20+8
Nacht only had 3 such weapons, though that did not matter. The one known as Keenstar had served Nacht well. The legs, yes Nacht would cut from the legs up, being squelled when this happened. As the excitement rose, Nacht revealed its face blade sinking into the flesh of the wolf-beings. The eyes of one predator to another oozed from his form.
[dice=Multi Ant Keenstar Slash]1d20+11;1d8+9
[dice=Multi Ant Lead Silver Shortsword]1d20+10;1d6+7
[dice=Multi Ant Lead Silver Shortsword]1d20+10;1d6+7
[dice=Multi Ant Lead Silver Dagger]1d20+10;1d4+7[dice=Confirm Multi Ant Keenstar Slash]1d20+11;1d8+9
The superior beast dissects the werewolf that stuck it, then begins the death process for a second by plunging two silver blades hilt deep into its shaggy hide! The blood sprays....

Iommi-Tyr Magnusson |

Rd 2:
Iommi-Tyr Magnusson floats away on the breeze to a relatively more safe point and prepares to Dismiss his Gaseousness (perhaps in round three).

Werewolf inn patron |

Round Two: The Round Train Runs on Wolf Pain Baby! WOOOO!
=================================The thrill of reaping was strong, very strong, each stab met with resistence, each thrust with the squish of flesh, and the fear... Nacht could smell the fear.
[dice=Multi Ant Keenstar Slash]1d20+11;1d8+9
[dice=Multi Ant Lead Silver Shortsword]1d20+10;1d6+7
[dice=Multi Ant Lead Silver Shortsword]1d20+10;1d6+7
[dice=Multi Ant Lead Silver Dagger]1d20+10;1d4+7[dice=Confirm Multi Ant Lead Silver Shortsword]1d20+10;1d6+7
Nacht finishes off the second, wounded werewolf with a slash to it's jugular vein, bringing the red rain....
Whirling like a death-dervish, flashes of silver.... And the third drops with a wimper!
Nacht has defeated his three werewolves!

Michael Johnson 66 |

Rd 2:
Iommi-Tyr Magnusson floats away on the breeze to a relatively more safe point and prepares to Dismiss his Gaseousness (perhaps in round three).
A breeze catches the gaseous Norseman, and carries him to the canopy of a nearby tree, some 60 ft from the battle....

Michael Johnson 66 |

Long story short:
The remaining six werewolves soon realize their pack mates have been slaughtered with ease by these heroes.... They howl their grief and regret as they withdraw, shifting back into big gray timber wolves and darting off to hide in the dark forest. The Lusty Fools are again the victors!

Werewolf inn patron |

AAAWWOOOOOOHHH!!! We are no match for these bravos!
YYAAAOOOOOWWWWLLL!!!! My brother! Cut down in the prime of youth!
WWAAAAHOOOOOOOHH!!! Mercy, bold slayers! We mistook you for prey!
YYAAAAAOOOWWWOOOOOHHH!!! My mother! Slain by an invisible demon!
The remaining six werewolves withdraw, swiftly shifting back into wolf form, and scurrying off into the shadows....

Paddy |

ok...5 saves....dang mutts....
fort: 1d20 + 12 ⇒ (5) + 12 = 17
fort: 1d20 + 12 ⇒ (1) + 12 = 13
fort: 1d20 + 12 ⇒ (5) + 12 = 17
fort: 1d20 + 12 ⇒ (16) + 12 = 28
fort: 1d20 + 12 ⇒ (6) + 12 = 18
and I'm bleeding like a stuck pig...and of course i roll a freaking 1....smh

Michael Johnson 66 |

ok...5 saves....dang mutts....
[dice=fort]1d20+12
[dice=fort]1d20+12
[dice=fort]1d20+12
[dice=fort]1d20+12
[dice=fort]1d20+12
and I'm bleeding like a stuck pig...and of course i roll a freaking 1....smh
Hmmm.... There could be a badass new werewolf pack stalking Europe soon.... The Lusty Fools werewolves pack! Good times!

Alphonse Veritus |

Alphonse sees Paddy begin to suffer and takes the effect of the curse onto himself, which is immediately purged from his system by the Divine Grace of God.
"Hunt down the rest or they'll just spawn more!" he cries snd tends to Paddy's wounds.
4d6 + 1 ⇒ (5, 5, 6, 2) + 1 = 19

Michael Johnson 66 |

Nacht and Hisao hunt the remaining six down, ending the epidemic....
In latter generations, artists would make woodcuts and drawings depicting the slaughter of the werewolves of France by The Lusty Fools....
Alphonse tends to the bloody wounds of Paddy, and later, after he assumes solid form again, Iommi-Tyr....
The loupe garou of the French countryside have left their taint among the heroes, there is little doubt....

Hoenheim Dobberkau *Nacht* |

The scream of a wolf-being plummeting from several hundred feet before bones and meat rupture, blood spurting from the corpse as it impacts the ground. Nacht comes soon after floating, the sound of beetle wings. " Wolf-beings are always enjoyable to hunt. "

Michael Johnson 66 |

It was here in Reims that Saint Remy prayed for and received the holy chrism used to anoint the kings of France ever since, according to legend.... The holy chrism is kept here in the Cathedral of Saint Remi....
Knowledge (history) checks, anyone?

Iommi-Tyr Magnusson |

Iommi-Tyr Magnusson lies prone on the ground some sixty feet from the werewolf carnage, bleeding and broken -- and easily found after the fleeing werewolves have been run down. Easy, that is, from the sound of moaning and agony, coming from the base of a tree.
Um, guys, can anyone heal me, please?
I'll do History later, now I just want someone to put me back together again.

Hoenheim Dobberkau *Nacht* |

Nacht seems confused as a familiar being moans in pain... simply watching intently. " Can you not... do so yourself? Like this...? " The scrapping of metal echoing from Nachts lips and the sound of acidic blood sealing along his wounds.

Alphonse Veritus |

Iommi-Tyr Magnusson lies prone on the ground some sixty feet from the werewolf carnage, bleeding and broken -- and easily found after the fleeing werewolves have been run down. Easy, that is, from the sound of moaning and agony, coming from the base of a tree.
Um, guys, can anyone heal me, please?
I'll do History later, now I just want someone to put me back together again.
I patched you up along with Paddy. If you need the rolls though:
Paddy 2: 4d6 + 1 ⇒ (6, 6, 6, 3) + 1 = 22
Iommi 1 and 2: 8d6 + 2 ⇒ (4, 3, 1, 5, 2, 4, 3, 2) + 2 = 26
Since it's religious history, does Kn. Religion apply too? If so:
Religion: 1d20 + 10 ⇒ (17) + 10 = 27

Iommi-Tyr Magnusson |

Ah, thank you, Sir Alphonse. I feel much better.
But I was bitten by those Werewolves quite badly; I fear I may be infected with their curse. I hope we can soon find out whether I need greater healing.
Iommi-Tyr Magnusson also drinks a potion of Cure Light Wounds.
Top it Off: 1d8 + 1 ⇒ (8) + 1 = 9
(And after sleeping a full evening, filled with pleasant dreams about Viking maidens, I am at full health.)

Michael Johnson 66 |

Iommi-Tyr Magnusson wrote:Iommi-Tyr Magnusson lies prone on the ground some sixty feet from the werewolf carnage, bleeding and broken -- and easily found after the fleeing werewolves have been run down. Easy, that is, from the sound of moaning and agony, coming from the base of a tree.
Um, guys, can anyone heal me, please?
I'll do History later, now I just want someone to put me back together again.
I patched you up along with Paddy. If you need the rolls though:
[dice=Paddy 2]4d6+1
[dice=Iommi 1 and 2]8d6+2
Since it's religious history, does Kn. Religion apply too? If so:
[dice=Religion]1d20+10
Alphonse knows the story of Saint Remigius, a patron saint in France, who annointed Clovis King of the Franks several centuries ago, using a miraculous oil known as the chrism, which appeared in an empty jar after St Remigius prayed to God for some more. This holy artifact, the chrism, has been used ever since to annoint the kings of France, and miraculously, it never runs out or goes rancid....

Michael Johnson 66 |

[dice=Knowledge History]1d20 +23 +1d6
[dice=Knowledge Religion (if called for)]1d20 +23 +1d6
Iommi-Tyr knows that the city of Reims began in Roman times as a Gaullish hill fort, established by a tribe of Gauls known as the Remi. It doesn't surprise Tyr much that most people believe the city to be named for the much later Christian missionary Saint Remy or Remigius, who annointed Clovis the Frankish king with a miraculous oil known as the chrism, received by St Remy after praying to the Christian God for some after running out. The rumor that the chrism used to annoint French monarchs ever since is the same holy oil could easily be the result of a hoax perpetrated on French Christendom by the Church.... Then again, Tyr has witnessed plenty of "miracles" in his lifetime attributed to the Christ-God and by pagan deities, such that it wouldn't be too surprising if the chrism were a genuine relic of the Christian Faith....

Michael Johnson 66 |

The Lusty Fools reach Reims by late morning of the 22nd of June, and are admitted by the guards of the northern gate after paying a toll of a copper piece each.
The streets within the city wall are cobbled, with gutters that stink of human and animal filth. The buildings, in the French provincial style, are stacked two and three stories high, and form narrow streets and alleys that run in all directions, forming an urban labyrinth for the newcomer to explore....
Vendors hawk their wares from street carts or colorful tents in makeshift markets in the larger squares and plazas, and townsfolk jostle with travelers for space to come and go through the streets and squares, while perfumed-and-painted harlots and shady-looking characters of all description linger and beckon from shady alleys....
After wandering more or less aimlessly for an hour, a clangor of church bells from a belfry that towers above the other buildings to the north announces the hour of noon, and reminds the Lusty Fools of the fateful night three weeks ago when their fellowship was formed in answer to the call of a fallen bell in Notre Dame of Paris....

Michael Johnson 66 |

Moving through the cobbled streets to the cathedral known as Notre Dame de Reims (Our Lady of Reims), The Lusty Fools enter in time to hear a nasal-toned priest whine out the noon mass to a crowd of odorous townsfolk.... An acolyte struggles vainly to cover the stink of the unwashed mob with a censor that wafts the smoke of burning frankincense.... The choir's transcendent music is almost beautiful enough to make the heroes momentarily forget the stench of a French crowd....almost....