In Character: Zork hears what the she wolf says but doesn't give into threats, not now, not ever... He pulls the bow's string again this time aiming for her!
Out of Character: I'll probably pay for that but you got to take risks in life, that's how Zork lives. Thanks for the heads up about the added +1.
I summon a Faun and direct it to use its panpipes to boost its spell-like ability Sleep on the female werewolf. It quickly plays several notes, boosting the difficulty to resist its ability and then uses it upon the female werewolf. I then move up the steps and summon another Faun, directing it to use its panpipes as well and then sleep the werewolf outside, being careful not to include any non-were's in the spell-like ability's radius.
Out of Character:
Faun
AC 16, touch 13, flat-footed 13 (+3 DX, +3 natural)
HP 19, Fort +4, Ref +6, Will +6, DR 2/cold iron
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20)
Ranged shortbow +4 (1d6/x3)
ST 18, DX 16, CN 17, IQ 11, WS 14, CH 17
BAB +1, CMB +5, CMD 18
Point-Blank Shot, Weapon Finesse (Not used, ST is higher when summoned by me), Diehard
Panpipes (Su) – 3/day, can use its masterwork panpipes to augment its spell-like abilities. Doing so is a swift action that increases the DC of the next spell-like ability it uses on its turn by +2.
Spell-Like Abilities (CL 3rd; concentration +6): At will – Ghost Sound (DC 13); 1/day – Hideous Laughter (DC 14), Sleep (DC 14)
Senses: low-light vision; Perception +8
Languages: Common, Sylvan
Mykael rushes into the temple after the large wolf, he looks on in horror as the wolf transforms, his face hardens when he hears her proposal for a truce. Hefting his shield up and taking a combat stance he moves toward the she wolf confidently twirling his sword in his hand in a display of skill [attempt to intimidate]
"You forfeited your chance to parley with us when you attacked" He says sternly "there will be no negotiation. Prepare yourself for the Abyss servant of evil!" Mykael moves forward and attacks
"Jhod, I have heard of servants of the gods being able to determine what lies in the hearts of others. Are these individuals evil? Or are we capable of trusting them?" I ask, preparing to summon more beings to fight the threat.
Out of Character: Earlier I didn't write anything for my small earth elementals to do. I kind of forgot about them when the female werewolf asked for parley. Jhod's answer will determine if these attacks are necessary or not. Heh, I also noticed I wasn't the only one that forgot to change my damage dice! That makes me slightly less embarrassed
Edited: Diarmadhim on 25th Nov, 2015 - 7:09am
Jhod replies quiclky, "the nature of this beast is that of the moon. Pure lunacy. They all succumb to evil eventually!"
One of Theaton's arrows strikes true but the werewolf's flesh seems to eject the arrowhead and no scar remains. The hunter in melee with it shouts, "you need silver! I have spare arrows if you can get here!"
Theaton's wolf charges but the deep bite doesn't draw blood or injure the creature at all. However the wolf does keep hold long enough to trip the werewolf, now lying on the ground.
Archival's new faun heeds its master's command and it plays a lullaby on its flute. Despite the danger all around it, the werewolf stops thrashing and collapses asleep. Its axe clatters to the ground and the vial rolls a short way away.
The elementals move towards it, aiming and readying killing blows. They don't understand their master's non-Terran commands, but aren't dumb enough to miss an opportunity to coup de grace.
The loud shot from outside startles everyone as Grogdrol fires but misses entirely. Luckily the werewolf inside doesn't stir from noise.
Thorne tries to retaliate with his silver dagger, but can't get a good angle.
Out of Character: I'm breaking initiative on Mykael's turn since the sleeping werewolf is a huge opportunity. Unfortunately, Theaton's wolf and Archival's elementals are acting semi-autonomously, and the sleep will end on an attack.
Theaton can use Handle Animal as a free action, and retry it as a move action twice (Maximum attempts 3).
Archival has very few options, able to dismiss 1 elemental as a standard action. But maybe it's for the best to let an elemental coup de grace; they deal the most damage around here.
Out of Character: What happened to Zork in all of this?
Zork attempt to get to the silver arrows if the battle is not completely over by then he will fire (Using same rolls).
Out of Character: Since Coup de Grace automatically hit and score a critical hit, did you want to ignore the first attack roll of “S. Earth Ele. 1” on the female werewolf and then treat their other attacks as normal on the female werewolf? I will roll a second damage roll here to be added to the first 12 (For the auto-critical hit). I guess then it has to make a Fortitude save (DC 10 + 12 + new dice roll) or die, yes?
Edited: Diarmadhim on 25th Nov, 2015 - 9:11pm