
GM Aku |

The Ambush
Round 2-
Ordered Initiative-
Lil: 1d20 + 5 ⇒ (20) + 5 = 25
Enemies: 1d20 ⇒ 14
Grumblejack: 1d20 - 1 ⇒ (14) - 1 = 13
Argan: 1d20 + 2 ⇒ (10) + 2 = 12
Kharn: 1d20 + 1 ⇒ (9) + 1 = 10
Vlad: 1d20 + 2 ⇒ (5) + 2 = 7
Active Effects-
Map-
Notes-
-
Action-
Lil, you can post your round two action. Don't forget the treant moves at your initiative as well.

Lilpinny Marfedelom |

Lil giggles and flies 90 feet closer, getting 15 feet off the ground. She points at the cleric with a mad cackle. "So blinded by your faith!"
Castimg blindness. DC 21 fort save or be permanently blinded.
Woody wastes no time. With terrifying speed from the haste spell, he charges and attacks James O'Toole!
Charge Attack: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
Damage: 2d6 + 13 ⇒ (5, 2) + 13 = 20
Woody will charge, ending up 15 feet away from James O'Toole (15 ft. reach). Current AC is 24. His stats can be found under Lil's profile.

GM Aku |

@Vlad, I’ve adjusted your movement. Haste gives 30ft bonus to a maximum of double your speed. (20ft with heavy armor), which allows you to move 40ft or 80ft in a double move.
Sister Marta takes a step forward chanting a spell, making Hallac stronger than he is!
Casting Bull’s Str
==//==
”Ye ask for a duel and your minions attack us! Villain, ye’ll be dealt with!” The Sergeant says advancing to meet Kharn.
Atk(Charge| PA): 1d20 + 16 + 2 + 2 - 2 ⇒ (4) + 16 + 2 + 2 - 2 = 22
Dmg: 1d8 + 8 + 4 + 2 ⇒ (8) + 8 + 4 + 2 = 22
==//==
The dwarf smiles at the enemy's fate and joins the fight, with his big hammer.
Atk(PA): 1d20 + 13 + 2 - 2 ⇒ (4) + 13 + 2 - 2 = 17
Dmg: 2d6 + 15 + 2 ⇒ (5, 3) + 15 + 2 = 25
==/==
James moves to attack the treant.
Acrobatcs: 1d20 + 15 ⇒ (14) + 15 = 29 but even with his superp agility, it isn't enough to avoid the abomination in front of him. Woody gets an AoO
Atk: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Confirm: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Dmg: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
==//==
Bianca DeVallya too cast a spells.
”Embrace thy friend, the darkness!”
Casting Blindness on Kharn. Will DC 18 or be blind.
Vlad, Argan, Kharn may act now. After them Lil.

GM Aku |

Lil giggles and flies 90 feet closer, getting 15 feet off the ground. She points at the cleric with a mad cackle. "So blinded by your faith!"
Castimg blindness. DC 21 fort save or be permanently blinded.
I forgot to roll the priest Will Fort.

Kharn the Binder *Cleaned-Up* |

I'm assuming that's a fort save since the blindness spell has a fort save.
Fort: 1d20 + 12 ⇒ (13) + 12 = 25
Kharn gets really angry at Hallac for accusing him of cheating. "They aren't my minions you pompous twit!"
Rage, power attack, and using reckless abandon AC is 15 until the next round.
Attack 1: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 2d6 + 15 ⇒ (1, 5) + 15 = 21
Crit?: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 2d6 + 15 ⇒ (6, 2) + 15 = 23
Attack 2: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 2d6 + 15 ⇒ (4, 1) + 15 = 20
Attack 3 (hasted): 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 2d6 + 15 ⇒ (3, 3) + 15 = 21
Kharn then shifts to be closer to his tree buddy. 5 ft. shift afterwords.

Argan Midnight |

Argan double moves to go around the poor enemies, taking some of the attention from Kharn's foes.
AC 22

Vladamir Orlovsky |

I guess we're keeping the dumb Ogre in reserves eh.. Makes sense.
Vlad moves over a few more places and attempts to Dominate the Bard.. DC 20 Will
If she fails he tells her.. "Stop singing and come sit by the tree over here.." He indicates the tree to the north of him..
This makes him visible as well.. A dark cloaked figure with dark plate showing within the visage.. He wide brim hat protecting him from the sun's harmful rays.

GM Aku |

Kharn attacks with one brutal sword blow, but misses the rest.
Argan moves closer.
Vlad tries to overtake the woman’s mind. Will: 1d20 + 13 ⇒ (14) + 13 = 27 but the woman's mind is strong and vlad enchantment does not works.
Still missing Lil.
The Ambush
Round 3-
Ordered Initiative-
Lil: 1d20 + 5 ⇒ (20) + 5 = 25
Enemies: 1d20 ⇒ 14
Grumblejack: 1d20 - 1 ⇒ (14) - 1 = 13
Argan: 1d20 + 2 ⇒ (10) + 2 = 12
Kharn: 1d20 + 1 ⇒ (9) + 1 = 10
Vlad: 1d20 + 2 ⇒ (5) + 2 = 7
Active Effects-
Map-
Notes-
-
Action-
Lil, you can post your round three action. Don't forget the treant moves at your initiative as well.

Lilpinny Marfedelom |

Spellcraft: 1d20 + 15 ⇒ (1) + 15 = 16
"Now that's not very nice, you shouldn't be seeing right now!" Lilpinny giggles and charges the cleric from the air, holding up a hand glowing with black energy.
Touch: 1d20 + 7 ⇒ (12) + 7 = 19
Casting bestow curse on the cleric. DC 23 will save or have her wisdom lowered by 6.
Woody drools red sap and his small wound mostly closes up. He mindlessly raises his creaking arms and brings them down with ruthless force!
Slam: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 2d6 + 9 ⇒ (5, 4) + 9 = 18
Slam: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 2d6 + 9 ⇒ (2, 6) + 9 = 17
Haste Slam: 1d20 + 18 ⇒ (2) + 18 = 20
Damage: 2d6 + 9 ⇒ (3, 5) + 9 = 17
Woody is at 77/78 hp after his fast healing.

GM Aku |

Will: 1d20 + 12 ⇒ (1) + 12 = 13 Ouch...
The dark energy takes root in the cleric's mind, but that don't make her falter, longsword in hand, punishment comes quickly after.
"Receive divine punishment!" the woman says as she attacks.
Atk: 1d20 + 10 ⇒ (7) + 10 = 17 I'm assuming a hit here, since Lil didn’t not said she used mage armor in her preparation, only fly and haste.
Dmg: 1d8 + 5 ⇒ (7) + 5 = 12 No, the cleric does not have 20 str…
Edidding, lost the others actions...
==//==
"The big one is an enchanter of some sort!" the half-elf woman alert the others and moves to help Bianca against her enemy.
Atk: 1d20 + 10 ⇒ (20) + 10 = 30
Confirm?: 1d20 + 10 ⇒ (8) + 10 = 18
Dmg: 2d6 + 6 ⇒ (3, 3) + 6 = 12
"May you find piece in death."
==//==
Yourgun moves to attack the Kharn the ‘fleeing’ enemy.
”Ain’t working for no bad guy!” he answers Argan.
Atk: 1d20 + 13 ⇒ (6) + 13 = 19
Dmg: 2d6 + 17 ⇒ (1, 4) + 17 = 22
==//==
Hallac continues his attacks
Atk: 1d20 + 16 ⇒ (15) + 16 = 31
Dmg: 1d8 + 14 ⇒ (6) + 14 = 20
Atk: 1d20 + 11 ⇒ (17) + 11 = 28
Dmg: 1d8 + 14 ⇒ (2) + 14 = 16
”Surrender and be spared, resists and know death!”
==//==
James hasn’t been so lucky with his foe, but that didn’t prevent him from attacking:
Flurry of Bows: 1d20 + 15 ⇒ (3) + 15 = 18
Dmg: 1d8 + 6 ⇒ (2) + 6 = 8
Flurry of Bows: 1d20 + 15 ⇒ (2) + 15 = 17
Dmg: 1d8 + 6 ⇒ (4) + 6 = 10
Flurry of Bows: 1d20 + 10 ⇒ (12) + 10 = 22
Dmg: 1d8 + 6 ⇒ (1) + 6 = 7
Missing woody miserably...
You can all post your actions, Lil included.

Lilpinny Marfedelom |

Correct, a 17 will hit Lil, as I did not cast mage armor. I made the decision that I would probably take a hit and survive, thinking the real DPS of the enemy team is otherwise occupied, and I doubted the cleric would one shot me. Oh well, no high level spells for her!
Lil sucks in some air at the wound, but grins through it. She had suffered far worse before, usually at her own hand. In fact, she would show the silly cleric. Yes, that would show her! With a sick grin Lil flies back five feet, then slits her own wrist with her dagger. Giggling madly, she points at Hallock and a black ray springs from her hand!
Blood Infusion Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Ranged Touch: 1d20 + 7 ⇒ (6) + 7 = 13
Casting ray of exhaustion at Hallock. DC 23 fort save or be exhausted.
Woody is nothing if not persistent. The small moving creature would stop moving eventually under his tender embrace.
Slam: 1d20 + 18 ⇒ (17) + 18 = 35
Damage: 2d6 + 9 ⇒ (4, 3) + 9 = 16
Slam: 1d20 + 18 ⇒ (10) + 18 = 28
Damage: 2d6 + 9 ⇒ (1, 6) + 9 = 16
Haste Slam: 1d20 + 18 ⇒ (1) + 18 = 19
Damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11
Lil is at 34/53 hp. Woody is at 78/78.

Vladamir Orlovsky |

Vlad frowns.. "We'll do it the hard way then.." He moves to attack the bard. Smite as a swift..
Attack: 1d20 + 18 ⇒ (18) + 18 = 36
Dam: 2d6 + 19 ⇒ (1, 6) + 19 = 26
Confirm: 1d20 + 18 ⇒ (3) + 18 = 21
Dam: 2d6 + 19 ⇒ (5, 3) + 19 = 27

Argan Midnight |

We're hasted and you're ENLARGED Vlad.
Argan steps up to the leader, knowing he was keeping their little band together and thus his demise would be necessary so they could surrender. He strikes multiple times, although not exactly with the regular precision. "Just keep my offer in mind dwarf. We will negotiate it in some seconds."
Haste: 1d20 + 16 ⇒ (6) + 16 = 22 Dmg: 1d8 + 10 + 3d6 ⇒ (4) + 10 + (3, 2, 1) = 20
Sabre 1: 1d20 + 16 ⇒ (17) + 16 = 33 Dmg: 1d8 + 10 + 3d6 ⇒ (6) + 10 + (4, 5, 1) = 26
Sabre 2: 1d20 + 16 ⇒ (3) + 16 = 19 Dmg: 1d8 + 10 + 3d6 ⇒ (7) + 10 + (5, 2, 2) = 26
Damage: 1d8+6str+2spec+2favor+

Argan Midnight |

Even with your reach? Well that's unfortunate...

Kharn the Binder *Cleaned-Up* |

Kharn puts all of his strength into attacking the leader in the hopes of bringing him down.
Reckless abandon, and power attack
Attack 1: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 2d6 + 15 ⇒ (3, 1) + 15 = 19
Attack 2: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 2d6 + 15 ⇒ (3, 6) + 15 = 24
Attack 3 hasted: 1d20 + 15 ⇒ (1) + 15 = 16
Damage: 2d6 + 15 ⇒ (4, 5) + 15 = 24

Lilpinny Marfedelom |

Lil gives a twisted laugh as the adventurers fall. "Yay!" She floats back up to the cleric and lands on her shoulder. "Let's keep her!"
Follower of Mitra sacrifice for later!

GM Aku |

Seeing everything as lost and her allies dead, the sister breaks
"You aren't taking me alive!" she yells readying to fall in her own sword.
You guys have one standard to stop her from killing herself.
Self inflicted Coup the grace: 2d8 + 6 ⇒ (4, 5) + 6 = 15
Auto Fail fortitude, if it comes to that. I blame Lil for cursing the woman.

Lilpinny Marfedelom |

"Noooo, you must be my friend!" She quickly casts a spell and touches the cleric!
Infusion: 1d4 + 2 ⇒ (4) + 2 = 6
Ghoul Touch, DC 22 fort save.
HP 28/53.

Vladamir Orlovsky |

Dropping his sword Vlad will grapple the woman to prevent the suicide.. He provokes in doing so.. swift action to smite her for the cmb bonus..
Grapple: 1d20 + 24 - 4 ⇒ (15) + 24 - 4 = 35 -4 for not having two hands free.. Pretty sure a 35 still gets it done..
For next round he's going for the pin.. Hopefully someone will take the sword from her this round though..

Vladamir Orlovsky |

FOr some reason I thought being larger than ur opponent granted a +4 bonus to grapple.. I cant find it however, only that large gets +1 to cmb, which is negated by the -1 to hit.. Therefore it would only be +20, or +16 with the penalty.. I think a 31 still should make it though
Breakdown is: +7 bab, +7 str, +1 size, +5 smite, +1 haste, -1 size for a +20

Argan Midnight |

Argan looks to either side. "You know, I though this would be a little bit harder... I'm kinda disappointed..." The rogue retrieves the manacles and put on the prisoner.
He's kinda confused, tough. "Wouldn't killing yourself be the ultimate damnation from your god? I mean, what good is to be dead instead of alive, if the place where you went to is worse than here?"
After his words were absorbed Argan still has something to improve the chances the sister avoids trying to kill herself. "Don't worry, Sis. As long as you behave and help us when we get your ransom from the other sisters, everything is going to be fine. How much do you think you're worth?"
Get the look, examine the bodies, study the bodies to assume their identities when needed, then go back to the horn and keep going with the ritual.

Vladamir Orlovsky |

Anything that adds to to-hit adds to cmb.. Smite adds my charisma to hit ergo..
Vlad attempts to pin the woman..
Pin: 1d20 + 21 ⇒ (13) + 21 = 34
"Ok get the manacles on her!!"

GM Aku |

It takes some many tries, but in the end, the knot is able to subdue the sister.
With that, they return to the horn, to plot and achiev Talingard's destruction.
Don't have the books in this computer. I'll update the loot list in discussion when I return to my desktop at home. What's your intentions for now?

Vladamir Orlovsky |

Vlad will take the heads of any of the hero's not reanimated by Lil, if there are any that is.. "Well that was uneventful. To bad the other chick had to die. I had some fun planned for her, but thankfully the sister here lives." He gets an ever so delighted look on his face at the last statement..

Argan Midnight |

Argan shruggs. "Yeah, for a second we thought they would be up to the challenge and used everything we had... what a pity."

GM Aku |

During the next week, the knot takes turns ‘questioning’ the nun. It does not takes much to break the woman.
Questioning her don’t reveal much information, except for the fact that, the Abbey of Saint Cynthia-Celeste, usually called simply the Abbey by locals, the large walled manor house is home to a devout order of Mitran nuns. The nuns are a common sight about town dressed in their dark blue and white habits. These “brides of light” are a chaste and cloistered order, but still must frequently leave their abbey to conduct their business. They are a relatively young order, their founder having been martyred only a hundred and fifty years ago. However, the order has more than three hundred sisters within its walls, less than twenty of them have the ability to use divine magic. Owing to their founder being a devil-hunter, every sister of the abbey receives some basic military training and they maintain an armory. While this is not well-known about town, now that the garrison is gone the sisters of Saint Cynthia-Celeste are actually the largest fighting force in Farholde. They could must more than a hundred trained fighting nuns backed by divine spellcasters if Farholde were directly endangered.
In other words, if you decide to ‘attack Farhold’ you would have to deal with the Nuns.
Recounting of Evilness
WEEK ONE
“Let ye with wisdom hear my words and understand my plead. It was darkness before everything until the cursed light came into being. Let ye with wisdom understand my words and hear my plead. From darkness we came, to darkness we shall return.”
--
The ritual starts, the heart ripped of the cultist still beats inside the bowl in the statue.
--
”With the cursed light, the perfect darkness was broken. With the cursed light, the sin was born, disparity arrived. What once was one now is many. What once had unity, now wage war against itself. Cursed be the light.”
--
An alien voice of pure malice speaks in abyssal: “Kazara Vo” -- “I hear.” Can be heard.
--
”But now, as the light fades and the world is once more sheathed in the darkness blessing, Call him and it will be heard, Call him and pray for his blessing. Vetra Kali Eats-the-Eye!”
WEEK TWO
“Let ye with wisdom hear my words and understand my plead. It was darkness before everything until the cursed light came into being. Let ye with wisdom understand my words and hear my plead. From darkness we came, to darkness we shall return.”
--
Hallack, a former sergeant, trying to escape his life in the army, decides to take up adventuring and explore the horn, never reached the place. He and his crew slaughtered before reaching the place.
--
”With the cursed light, the perfect darkness was broken. With the cursed light, the sin was born, disparity arrived. What once was one now is many. What once had unity, now wage war against itself. Cursed be the light.”
--
The priestess taken as hostage.
--
”But now, as the light fades and the world is once more sheathed in the darkness blessing, Call him and it will be heard, Call him and pray for his blessing. Vetra Kali Eats-the-Eye!”
WEEK THREE
“Let ye with wisdom hear my words and understand my plead. It was darkness before everything until the cursed light came into being. Let ye with wisdom understand my words and hear my plead. From darkness we came, to darkness we shall return.”
--
Farholde is quiet. No new adventurers arrive.
--
”With the cursed light, the perfect darkness was broken. With the cursed light, the sin was born, disparity arrived. What once was one now is many. What once had unity, now wage war against itself. Cursed be the light.”
--
Organization Action: Gather Information DC 8: To learn some more information.
--
”But now, as the light fades and the world is once more sheathed in the darkness blessing, Call him and it will be heard, Call him and pray for his blessing. Vetra Kali Eats-the-Eye!”
WEEK FOUR
“Let ye with wisdom hear my words and understand my plead. It was darkness before everything until the cursed light came into being. Let ye with wisdom understand my words and hear my plead. From darkness we came, to darkness we shall return.”
--
A new group of adventures arrive in Farhold.
--
”With the cursed light, the perfect darkness was broken. With the cursed light, the sin was born, disparity arrived. What once was one now is many. What once had unity, now wage war against itself. Cursed be the light.”
--
The White Ravens wipe out a newly arrived adventurering group calling themselves “Brendam’s Breakers”.
Elise sends this: “New adventurers in town calling themselves ‘Brendam’s Breaker’. They have been broken. No further difficulties. -- Z”
--
”But now, as the light fades and the world is once more sheathed in the darkness blessing, Call him and it will be heard, Call him and pray for his blessing. Vetra Kali Eats-the-Eye!”
I need organization actions for those four weeks, as I need the boggard actions . Consult the link on for inspiration about actions.

Kharn the Binder *Cleaned-Up* |

During the first week Kharn walks over and talks to his followers. "You lot get down to Farhold and start doing some jobs, and keep your nose clean while you're down there. I don't want any incidents leading back to me. We'll talk every week, and I'll have a new job ready for you on the fourth week. While you're out there try to learn about the town more." For the first three weeks Kharn's action of the orginization will be to have his minions do the legitimate enterprise action. Kharn also talks to Argan. "Hey, if you don't mind would you send out some people to kidnap peasants for our hydra? I'm going to try and make the boggards able to do that, but they probably need some work first."
After talking to his minions Kharn heads out to Farholde to pick up his hammer and try to find someone to buy his old greatsword. After getting his new hammer Kharn will head back to his boggard minions and he'll take over training his boggards. Training them in the ways of combat and tactics. For the first two weeks Kharn will take the training action with his boggard minions. After the first week though Kharn realizes how ill equipped his boggards are so he heads in Farholde during the second week and he orders a longspear for half of the boggards and shortspears for the other half. I can't remember how many boggards there are, but Kharn will order for them.
During the second week Kharn checks in with his minions in Farholde to make sure they are working and doing well. With his boggards Kharn begins training them in the use of longspears and shortspears together to make them into an actual dangerous force. He can't talk to them that well so he just shows them through the use of example. After that week is over Kharn will take his boggards out to kidnap some people for feeding to the hydra. During the third week Kharn will go out with his boggards to kidnap some peasants.
Meeting up with his human minions during the fourth week's meeting Kharn sits them all down. "You guys have been doing good by doing legitimate things, so now it's going to pay off. Now that you've established yourself as legitimate workers I need you to spread some misinformation for me. I need you to convince the people that there's a ghost in the woods that's attacking people. If you succeed then I'll have a round of drinks ready for you all when you get back."
Kharn will go out and buy some good alcohol for his minions in case they succeed. He will then head out with his boggard minions to kidnap some more people for the hydra. During the fourth week Kharn will have his boggards once again kidnap people.

GM Aku |

The day and night passes and no more messages arrive from Farhold, things seems to have calmed down, somewhat.
One particular night, as the knot sleeping completely unguarded and unprepared, I might add footsteps echoes in the night and then someone is banging at Argan’s door.
”Sir! Wake up! Sir! We are being attacked!”
Kharn, Lil, Vlad are oblivious to those events. Argan, intentions?

Lilpinny Marfedelom |

Woody is guarding the front entrance, the mintoaur is guarding Lil, and the rest are on the perimeter of the horn. Their perception checks are pretty awful though.

Argan Midnight |

Argan gets up immediately, drawing weapons and gathering his stuff before opening the door, since one can never be too careful. "What or who is attacking us?"

GM Aku |

"Don' know sir. Only found the bodies." the man answers, leading Argan towards the bodies they found.
A quick glance is enough to see a bit mark each of the bodies. Whatever killed the thugs, bite them to death. The marks suggest a big canine or wolf.
Perception: 1d20 + 11 ⇒ (18) + 11 = 29
SM: 1d20 + 9 ⇒ (16) + 9 = 25
Glancing around, Argan notices two other thugs observing from the sidelines. Strangely enough they seem 'uncomfortable' standing there , as if not used to their own bodies. Also, they are only listening and not saying a word, but keep glancing at each other, as if talking.
Intentions?

Argan Midnight |

"We're gonna find whoever did this. We're going to recruit them, since they can be worthy allies to our cause." He doesn't look at the wherewolves, shapeshifters or whatever those were. Instead, he waves his hand in front of him to empower his voice and summon the others, just in case these wolf guys run fast.
Activating Clarion Call.
He lets his booming voice shake the walls and wake the others, while showing these new thugs who's the boss around here. In infernal "Knot, assemble! We have a problem to solve."
While they wake and gather he commands the thugs around them to wait and keep watch, lowering his tone. "Now, no one else dies tonight. Keep aware of your surroundings, but don't leave this place. If there are enemies wandering around, we will stick together and find them. Did I make myself clear?" He makes eye contact with all the thugs around him, one at a time.

GM Aku |

@Argan, the only ones that can hear your call are Lil and maybe Vlad. There’s no chance Kharn will hear it. To makes things easier, I’ll roll a d20 and if the value isn’t that low Lil and Vlad will hear your call.
1d20 ⇒ 19
Oh well, with that 19 Kharn will hear as well.
You keep your attention focused on the thugs partially ignoring the werewoulfs, shapeshifters or whatever they are, and when you are speaking to your followers, some strange movements in the corner of your eye draw your attention.
The two you noticed earlier, their bones and meat shifting and deforming, assuming a hound like figure. The creature appears to be a large grayish-black sleek hound standing about 3 feet tall at the shoulder. Its triangular head has a somewhat human appearance. Its eyes are white with amber pupils.
The moon dog is a large wolfhound from the outer planes (believed to have its origins on the plane of Elysium). Moon dogs often enter the Material Plane when evil has grown to an immeasurable level in an area. Otherwise, they are found in the employ of deities, solars, planetars, and the most powerful devas. Moondogs forepaws are prehensile and resemble human hands.
NG Medium outsider (extraplanar, good) known as Moon Dog.
A moon dog attacks with its powerful bite. If faced by particularly powerful or evil opponents, the moon dog opens combat with its bay attack. Moon dogs' prehensile hands could facilitate the use of weapons, though none have ever been encountered wielding such items.
They are resistant to magic and its bark has ill effects against evil creatures and buffs effects against good creatures.
A moon dog's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
And it has several spell like abilities.
Vengeance at night.
Round X-
Ordered Initiative-
Argan: 1d20 + 4 ⇒ (3) + 4 = 7
Enemies: 1d20 + 8 ⇒ (19) + 8 = 27
Active Effects-
Map-
Notes-
-
Narrative-
Instead of attacking, the dogs starts to bark loudly and suddenly fear grips your mind.
Two Will DC 18 or affected by Fear spell.
It is your guys turn. Remember you just heard Argan call, from whatever you are. Intentions?

Vladamir Orlovsky |

Vlad will exit his room and head towards the sound pronto.. He drinks a potion of expeditious retreat and quickly moves towards Argans sleeping quarters.. Not sure what the easiest way to get there is.. His movement is 40' now so double move for 80' a round..

Kharn the Binder *Cleaned-Up* |

Kharn wakes up slowly not happy about his sleep being interrupted. Groggily getting up and walking forward he picks up his hammer and walks towards the stairs leading up to the sound of Argan's voice.

Argan Midnight |

Oh common you really need to roll? My voice is so freaking booming I woke up Mitra herself! (or himself? I've always pictured a woman I don't know why)
K.Arcana: 1d20 + 5 ⇒ (19) + 5 = 24
Ha, very funny! Two will saves! I'm a freaking paladin/monk (or rather the opposite, a rogue)! Unless it's a compulsion or charm effect I fail both. Oherwise add +6 to both and I pass ^_^
Will 1: 1d20 + 4 ⇒ (15) + 4 = 19
Will 2: 1d20 + 4 ⇒ (9) + 4 = 13
Argan realizes there would be no recruitment to be had today. More than that, although he thought he could buy some time for the other useless folks to come, that freaking howl crept deep down on his nerves, making him realize this was not worthy it. He would need to regroup with the others, but how? The creatures were in the way, so he ran the other way, behind Grumblejack to get in room 2-11 and later 2-12, where he could jump out of the hole on the wall away from the evil good creatures.

NPC - Grumblejack |

It's a mind-effect. Also, it's a K:Planes, but whatever, I messed with the descriptions.
Will: 1d20 + 3 ⇒ (16) + 3 = 19
Will: 1d20 + 3 ⇒ (7) + 3 = 10
The ogre hold his feet when the dogs started howling. Argan passed near him fleeing and that was the order for him to flee as well.
"Daeg's. Grumblejack don't like them!" he says moving further away from the outsiders.

GM Aku |

Vengeance at night
Round 2
Ordered Initiative-
Enemies: 1d20 + 8 ⇒ (19) + 8 = 27
Argan: 1d20 + 4 ⇒ (3) + 4 = 7
Kharn: 1d20 + 3 ⇒ (14) + 3 = 17
Lil: 1d20 + 5 ⇒ (12) + 5 = 17
Vlad: 1d20 + 4 ⇒ (3) + 4 = 7
Grumblejack: 1d20 - 1 ⇒ (7) - 1 = 6
Active Effects-
Map-
Notes-
Check your position in the map, move accordingly. I considered one move to get out of the bed (coffin in vlad's case) and one move's worth of movement (drinking potion, in vlad's case).
Narrative-
Using their superior mobility, the dogs start plucking out the fleeing villains, not caring if they are simple henchman or the big deal.
One thing is certain; they are not trying to leave any survivors.
Atk: 1d20 + 16 ⇒ (11) + 16 = 27
Dmg: 1d8 + 6 ⇒ (5) + 6 = 11
Trip: 1d20 + 16 ⇒ (15) + 16 = 31
Atk: 1d20 + 16 ⇒ (15) + 16 = 31
Dmg: 1d8 + 6 ⇒ (3) + 6 = 9
Trip: 1d20 + 16 ⇒ (3) + 16 = 19
You are up, intentions?