Part 5: Return to the Moathouse Ruins
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Well, she listened at the door alongside Maloria, then hastily moving aside when the two approach to move the plank!
Rolls
2/6 - (1d6)
(5) = 5
Noting Gilly's lack of response when she pulls her head away, Angel steps forward and presses his ear to the doors. He looks back and shakes his head as if to say "nothing".
Rolls
Angel Hear Noise roll - (1d6)
Mal waves the Man at Arms over and with his help heaves against the wooden bar, attempting to open the door...
Rolls
Strength - (1d20+2)
(9) + 2 = 11
The second sensation you discover is the sound of gnawing, like that of a dog chewing a cow's shin or other large bone, but what squats before you is not a dog, nor any canine more fearsome even. What sits upon a pile of of tattered old clothing and rodent chewed animal skins in a larger room than the littered storeroom you stand in now is a massive ogre gnawing distractedly at what appears on first glance to be the blood-glistened remains of a humanoid femur.
As it busily rips a strip of meat off the bone in its hand the light of Eltrezar's lantern and Gilly's torch fall on the great monster, not enough to fully chase the shadows away, but enough to get the monster's attention finally. For a moment it merely looks at each of you. Then it speaks on broken Common language...
"No fire eye..." it says after a moment of looking at each of you. Suddenly its eyes light up as if it has just discovered something of great import. "Lubash see no fire eye!" It slowly rises to its feet and you realize that this ogre is at least as large if not greater so than any tales you've heard of such creatures, standing at least 10' in height despite slouching posture and hunkered shoulders. "Tiny mans have no fire eye on clothes-skins! That make tiny mans Lubash playtoys now! Lubash break and smash toy's legs and then can keep for plaything for as long as Lubash want!"
The ogre, now gleeful in expression at the prospect of new "playthings" reaches down, and with a grating scraping noise, picks up a huge, rusted, dull and ugly-looking bardiche from the floor and begins to advance on the party as bloody drool runs from its mouth and down it's huge stomach in Pavlovian response.

--> 1. Gilly, Bors (7)
2. Maloria, Norris (6)
3. Angel (5)
4. Man-at-Arms (4)
6. Lubash the Ogre (3)
6. Eltrezar (1)

Rolls
Angel Initiative roll - (1d6+1)
(4) + 1 = 5
Gilly Initiative roll - (1d6+2)
(5) + 2 = 7
Eltrezar Initiative roll - (1d6-1)
(2) - 1 = 1
Maloria Initiative roll - (1d6+1)
(5) + 1 = 6
Bors Initiative roll - (1d6+1)
(6) + 1 = 7
Norris Initiative roll - (1d6+1)
(5) + 1 = 6
Lubash the Ogre Initiative roll - (1d6)
(3) = 3
Man-at-Arms Initiative roll - (1d6)
(4) = 4

Round 1 of this encounter continues! Turn order is as follows:
1. Gilly, Bors (7)
--> 2. Maloria, Norris (6)
3. Angel (5)
4. Man-at-Arms (4)
6. Lubash the Ogre (3)
6. Eltrezar (1)
With a groan Mal rushes into the room to support her companions, shield raised and hammer in hand. She sets her hammer down next to her and whips out her sling...
"We could have just closed the door you know."
Rolls
Attack, Damage - (1d20+1, 1d4+1)
1d20+1 : (9) + 1 = 10
1d4+1 : (2) + 1 = 3
Angel steps inside to T8, and fires his short bow at Lubash, hitting the great creature directly in the chest, and the ogre bellows in pain and rage at the thief.
Finally the Master-at-Arms rushes in and stops at V14 and fires his long bow at the ogre. Those watching, with the exception of Eltrezar who has noticed this once before, are momentarily distracted by the fact that two arrows came from the man in lightning-fast succession. The first arrow pierces the ogre's shoulder, while the second clatters against the wall beside him.
In a rage, Lubash looks back and forth between Angel and the Man-at-Arms, both of whom pierced him with arrows then stomps over to Anger and swings his ugly-looking bardiche at the thief's head. Angel just barely manages to duck the swing and chips of wall explode from the wall behind him and the huge weapon smashes against the stonework.
1. Gilly, Bors (7)
2. Maloria, Norris (6)
3. Angel (5)
4. Man-at-Arms (4)
6. Lubash the Ogre (3)
--> 7. Eltrezar (1)

Rolls
Norris Attack roll, Damage roll - (1d20+3, 1d4)
1d20+3 : (7) + 3 = 10
1d4 : (3) = 3
Angel Attack roll, Damage roll - (1d20+3, 1d6)
1d20+3 : (15) + 3 = 18
1d6 : (5) = 5
Man-at-Arms Attack roll; Damage roll - (1d20, 1d6)
1d20 : (16) = 16
1d6 : (3) = 3
Man-at-Arms Attack roll; Damage roll - (1d20, 1d6)
1d20 : (11) = 11
1d6 : (6) = 6
Lubash Target Selection roll (1-3: Angel, 4-6: Man-at-Arms) - (1d6)
(3) = 3
Lubash the Ogre Attack roll, Damage roll - (1d20, 2d4+5)
1d20 : (8) = 8
2d4+5 : (21) + 5 = 8
Rolls
Magic Missile - (1d6+1)
(2) + 1 = 3
Attack - (1d20-1)
(6) - 1 = 5
Damage - (1d4)
(4) = 4

A wizard casting a spell generally has 3 rules:
1. They must announce that they are casting a spell at the start of the round (we sort of hand-waive this rule because PbP mechanics make this a pain in the butt for players with Magic-User PCs).
2. They may not take any other action, including Movement, on a turn where they will cast a spell.
3. Unless specified otherwise by the spell description, the target of a spell must be within sight.
The bad news is that this means that Eltrezar cannot cast Magic Missile this round, having lost sight of his intended target.
The good news is that the spell wasn't "Disrupted", so the spell isn't forgotten, and merely goes back into the wizards available memorized spells (possibly allowing for a better roll than a "2" later?).
Furthermore, I think it's reasonable that the wizard, losing sight of his target, could still act this round if he wants and make other Actions (ie: Move into the room, throw a dagger, attempt to negotiate a peaceful resolution to this conflict, play a musical instrument, drink a potion, think distractedly but fondly on that sinful book he once found in the library... just some examples...)
But casting Magic Missile would not be an option and so it's still Eltrezar's turn.

Round 2 begins! Turn order is as follows:
--> 1. Norris (7)
2. Man-at-Arms (5)
3. Bors, Lubash the Ogre (4)
4. Angel, Gilly, Maloria (3)
5. Eltrezar, lol (1)

It should be noted that Norris, who is up first, currently has his sling armed.
It should also be noted that Angel and Bors now find themselves in melee range of Lubash. If these character wish to get out of Lubash's melee range they must make a Fighting Retreat (allowing an attack Action and a Movement Action at 1/6 their Base Movement Rate), or a Full retreat (allowing a Movement Action at half or more Encounter Movement Rate and +2 to shieldless Armor Class.
Rolls
Angel Initiative roll - (1d6+1)
(2) + 1 = 3
Gilly Initiative roll - (1d6+2)
(1) + 2 = 3
Eltrezar Initiative roll - (1d6-1)
(2) - 1 = 1
Maloria Initiative roll - (1d6+1)
(2) + 1 = 3
Bors Initiative roll - (1d6+1)
(3) + 1 = 4
Norris Initiative roll - (1d6+1)
(6) + 1 = 7
Man-at-Arms Initiative roll - (1d6)
(5) = 5
Lubash the Ogre Initiative roll - (1d6)
(4) = 4
Likewise, the Man-at-Arms rushes to Z10 and fires two shots at Lubash. Like, Norris, both arrows clatter uselessly against the stonework in the corner of the room.
1. Norris (7)
2. Man-at-Arms (5)
--> 3. Bors, Lubash the Ogre (4)
4. Angel, Gilly, Maloria (3)
5. Eltrezar (1)

Still focused on the thief that hit him with an arrow, badly injuring him, Lubash takes another swing at Angel. This time the ogre brings his filthy bardiche from overhead. The thief deftly side-steps the arc of the weapon and it snashes into the floor, more stone chips scattering as the floor crumbles under the weight of the swing.
Rolls
Norris Attack roll, Damage roll - (1d20+3, 1d4)
1d20+3 : (10) + 3 = 13
1d4 : (2) = 2
Man-at-Arms Attack roll; Damage roll - (1d20+1, 1d6)
1d20+1 : (3) + 1 = 4
1d6 : (3) = 3
Man-at-Arms Attack roll, Damage roll - (1d20+1, 1d6)
1d20+1 : (7) + 1 = 8
1d6 : (3) = 3
Lubash the Ogre Attack roll, Damage roll - (1d20, 2d4+5)
1d20 : (2) = 2
2d4+5 : (24) + 5 = 11
"The fire eye is likely a symbol... a badge, emblem, a cloak or something..." he adds, all the while slinking in the shadows and behind safe, sturdy pillars of cover. "With a lunk like this, you gotta keep orders simple. If they have the symbol, let 'em pass- if they don't, do whatcha' will with 'em. Whoever's running this... they're tied in with that symbol".
The role which the symbol played in the ogre's standing orders was clear- it was the significance of the symbol itself which was lost on Norris. Hopefully, that's where the smarter, but less attractive, members of the group may be able to help.