| Grumblejack da Ogre |
Round 1, Initiative 5, Branderscar Gatehouse
hp 11/30; AC 13/8T/13FF; CMD 15; +6F/+0R/+3W
Lumbering forward through the rain and wind, Grumblejack carries with him the last remaining barrel of lantern oil. Above him, he watches as Barnabas dashes forward and slaps the magical patch against the side of the Gatehouse wall creating with it an opening that leads within. Hefting the oil infused barrel, the ogre runs forward through the muddy courtyard, the pools of standing water splashing up against his bare feet. Seconds before he reaches the wall, a man screams out briefly as he is ripped from the third floor of the battlement and falls to the ground with a sickening crunch!. Guffawing, the ogre grabs the barrel tightly and begins to spin, building momentum like a discus hurler. Faster and faster the monstrous being spins before releasing the barrel against the giant double wood doors that lead to freedom.
Releasing the barrel with a roar, the ogre takes a quick step back before Kaynen releases the juggled flash with a flourish and tosses it towards the oil soaked doors.
Suddenly amidst the lightning and rain, the courtyard is lit up like a winter's night festival. Rocking those the forsaken who are still in the courtyard a half step back, the prison entrance is suddenly aflame with black oily smoke and the rancid smell of refined whale oil.
Then, as the Ogre makes his way back to cover, he yells in pain as an arrow streaks out from the third floor of the Gatehouse and strikes the lumbering beast in the back.
MA: Move to the Gatehouse Doors
SA: Hurl Barrel against Gatehouse Doors1d20 + 1 ⇒ (6) + 1 = 7 vs AC5
Damage from Kaynen's gratuitous use of an alchemist fire combined with five gallons of flammable oil 5d6 ⇒ (1, 3, 4, 6, 5) = 19
Guard 2 Ranged attack vs Grumblejack 1d20 + 2 ⇒ (11) + 2 = 13 vs AC13
Guard 2 Damage to Grumblejack 1d8 ⇒ 6
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Guard 1: -1/13 hp, 23/19/22 AC, +4 Fort, +4 Reflex, -1 Will, CMD 14 (With Shield on back, bow and arrow ready, improved cover at range due to rampart (+8 AC, +4 Reflex, +10 Stealth, improved evasion)) (Courtyard)
Guard 2: 13/13 hp, 23/19/22 AC, +4 Fort, +4 Reflex, -1 Will, CMD 14 (With Shield on back, bow and arrow ready, improved cover at range due to rampart (+8 AC, +4 Reflex, +10 Stealth, improved evasion)) (3rd floor)
Guard 3: 13/13 hp, 23/19/22 AC, +4 Fort, +4 Reflex, -1 Will, CMD 14 (With Shield on back, bow and arrow ready, improved cover at range due to arrow-slits (+8 AC, +4 Reflex, +10 Stealth, improved evasion)) (2nd floor) (Unconscious, blinded, stunned)
Guard 4: 13/13 hp, 23/19/22 AC, +4 Fort, +4 Reflex, -1 Will, CMD 14 (With Shield on back, bow and arrow ready, improved cover at range due to arrows-slits (+8 AC, +4 Reflex, +10 Stealth, improved evasion)) (2nd floor) (Unconscious, blinded, stunned)
Guard 5: 13/13 hp, 25/19/24 AC, +4 Fort, +4 Reflex, -1 Will, CMD 14 (With Sword and Shield, improved cover at range due to arrow-slits (+8 AC, +4 Reflex, +10 Stealth, improved evasion)) (2nd floor) (Unconscious, blinded, stunned)
Guard 6: -6/13 hp, 25/19/24 AC, +4 Fort, +4 Reflex, -1 Will, CMD 14 (With Sword and shield, improved cover at range due to arrow-slits (+8 AC, +4 Reflex, +10 Stealth, improved evasion)) (2nd floor) (Dying)
Dog 1: 13/13 hp, 13/11/12 AC, +5 Fort, +5 Reflex, +1 Will, CMD 15 (19 vs Trip) (Unleashed) (1st floor)