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Chark's spell strikes thanks to a little divine assistance. It wounds the bulette, whose attention is now squarely focused on the aiuvarin. ROUND 5:
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DM: foes Red: 79 to attack Chark White: 7 to attack Chark Black: 25 to attack Haldan SHOONY:
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Haldan bravely steps forth, looking to drawe the bulette to him!
Now wounded, the monsters all turn their attention to party members! ROUND 5:
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DM: foes Red: 49 to attack Dendillion White: 7 to attack Chark Black: 25 to attack Haldan SHOONY:
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Beatrice "Bibi" Beerswizzler wrote:
that's not actually how it works. You ONLY get critical effects if they're unlocked to you by way of a class ability, feat, etc. In this case it's d8 for everyone.
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Posting now, assuming via Slack that you're hitting this room by way of the Warped Brew bar. The party makes their way around. Once inside the Warped Brew the denizes all give a wave. When they see you heading towards the southern door, Lallizanx pipes up, "Hey... Those ghasts in there are NOT on the nice list. Don't worry about cutting them down. Though, if you do, can you toss the bodies in the arena? They'll stink to high heaven after if you don't." ------ This room bears the rich stink of rot. Doors to four changing stalls prominently appear at the east end of this long hallway. Each door has a makeshift clockwork mechanism attached to it, and the mechanism connects to a lever on the eastern wall through a series of wires and pulleys. The hallway to the west is hung with four wide tattered curtains. Another, thicker curtain covers the hall’s west end.
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Two +1 glaives and a bloodletting kukri.
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Dendillion moves to recapture the biggest threat
Charlie aims and takes a shot that drops one of the beasts! The shoonies mix in some cheers with their terror. ROUND 4:
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DM:
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Chark aims her spell and tries to arc it between the heavily wounded monster and another:
The contained monster fights:
The severely wounded monster flees! AoOs? The remaining two erupt from the ground to target their next meal:
White v. Grey: 1d20 + 21 ⇒ (10) + 21 = 31 for DMG: 2d10 + 10 ⇒ (2, 8) + 10 = 20
ROUND 4:
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DM:
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The partry looks into the room these fiends were guarding to see some interesting treasure! The weapon racks hold two magical glaives, a magical kukri, a standard-grade cold iron shield, and three moderate acid flasks.
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Tal, then Bibi lay into the fiend, and before long, it's dead at their feet! For your quick and efficient victory, you each earn 60 XP.
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Tiny works defense. Meanwhile, though the shoonie doesn't do much to harm the creature, it's enough to make it just easy enough to slash! the creature is clearly wounded, and can't take much more. ROUND 4:
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DM: foesRed: 49 (Frightened 1, Containment Field has 17 HP left) Blue: 106 (Frightened 1) White: Black: SHOONY:
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DAMMIT! I could have sworn that I posted back. Redoing Additional v. Containment: 2d10 + 10 ⇒ (5, 10) + 10 = 25 Haldan scores a hit with one ray while Dendillion brings some much needed soothing ROUND 4:
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DM: foesRed: 49 (Frightened 1, Containment Field has 17 HP left) Blue: 98 (Frightened 2) White: Black: SHOONY:
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Noroc's aim isn't great, but it's good enough to hit the fiend with divine force! The spell pushes it directly into the line of fire for Carrufikus who incinerates it! Round 2
Tracker
Spoiler:
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Peldur rushes a bit and throws a wild strike, but his follow up is on target, ripping the fiend's wing. Round 2
Tracker
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Charlie directs Goliath away from the contained brute, but neither bite nor arrow wounds the target. ROUND 3:
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DM: foesRed: 49 (Frightened 1) Blue: 88 (Frightened 2) White: Black: SHOONY:
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Elena rips her arm away fast enough that she doesn't think she got whatever this thing carries.
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Neither Chark nor Tiny connect. Chark's aim was largely good, but the cover of the dirt was just too much. The two burrowing continue to circle, but they close in for the shoony kill. The other two keep up the fire:
The other goes hard after Tiny:
ROUND 3:
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DM: foesRed: 49 (Frightened 1) Blue: 88 (Frightened 2) White: Black: SHOONY:
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Carrufikushurls a ray at the closest of the three fiends. It reels backwards in agony as Tal's arrow finishes it! the two smaller fiends both blink out of sight only to reappear flanking Elena!
Round 1
Tracker
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REF: 1d20 + 16 - 2 ⇒ (10) + 16 - 2 = 24 Haldan's bolt stikes, it's fightened reactions delaying it just enough. ROUND 3:
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DM: foesRed: 49 (Frightened 1) Blue: 88 (Frightened 2) White: Black: SHOONY:
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Elena presents the staff and channel's her power through it. She summons forth a hideously malformed, hairless, pustule-covered corpse that moves and snarls more like an undead hound than an undead man. One of it's claws slashes the zebub's thorax. Round 1
Tracker
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Red: 1d20 + 16 ⇒ (8) + 16 = 24 Dendillion encases the massive creature in a magical field! ROUND 2:
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DM: foesRed: 49 (Frightened 1) Blue: 58 (Frightened 2) White: Black: SHOONY:
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Charlie rushes to the bear's aid, and delivers a potent spell of healing. Red: 1d20 + 14 ⇒ (17) + 14 = 31 Success ROUND 2:
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DM: foesRed: 49 (Frightened 1) Blue: 58 (Frieghtened 2) White: Black: SHOONY:
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Bibi darts in and scores a hit with her blade! The fiendish creature resists her blade, almost fighting to keep it from penetrating deeper. Round 1
Tracker
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Red: 1d20 + 14 ⇒ (11) + 14 = 25 Success
Goliath looks like tapas to the wounded bulette:
A second one erupts, spurred by fear to eat Tiny:
Not helpless, but not helpful, the shoonies try their best to fight back:
ROUND 2:
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DM: foesRed: 49 (Frightened 1) Blue: 58 (Frieghtened 2) White: Black: SHOONY:
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Noroc immediately sees what's on the other side of the door and simply opens fire. Unfortunately the shot misses.. You know what? Hero Point to Noroc because he made me watch my all time favorite scene in all of canonical Star Wars. Round 1
Tracker
Spoiler: Black: Red: White:
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Þóðᛞrekkr bites and Tiny punches down, striking the dorsal fin with great effect. FORT: 1d20 + 20 ⇒ (8) + 20 = 28 ROUND 2:
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DM: Red: 49 Blue: 54 White: Black: SHOONY:
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The stone walls of this chamber appear to glisten with blood. An iron maiden stands in one corner, while the other corner has a metal table bristling with nails. Two creatures, a terrible thing you've seen before, are ready. Each is a childlike blasphemy that conjoins the features of a plump human infant and a gigantic, gore-fattened fly. Init:
Fiends: 1d20 + 6 ⇒ (13) + 6 = 19 Initiative assumes Talborel is Scouting Bibi: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25 Avoid Notice (T) Carrufikus: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23 Detect Magic (A: +2 (U), N: +11 (T), O: +2 (U) , R: +11 (T)) Elena: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 Investigate (A: +13 (T), N: +9 (T), O: +11 (T) , R: +9 (T)) Noroc: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 Search (E) Peldur: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17 Avoid Notice (E) Talborel: 1d20 + 11 + 2 + 1 ⇒ (5) + 11 + 2 + 1 = 19 Scout (Init ties to Tal) Round 1
Tracker
Spoiler: Black: Red: White:
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Peldur opens the door directly into an ambush! currently in a live game with Carrufikus, Noroc, and Elena. Will update when I can.
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1d3 ⇒ 3 Bibi finds the door neither trapped nor locked
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REF: 1d20 + 16 ⇒ (16) + 16 = 32 Surprisingly nimble, the massive creature takes most of the explosion on the shell. The shoonies all scream at the display of magic, and then quickly return to the terror of the circling fins. ROUND 2:
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DM: Red: 49 Blue: White: Black: SHOONY:
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Charlie's arrow is completely off target!
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After the battle, grateful villagers shower you with gifts of food, art, and local fineries while celebrating your names and achievements, each boastful song growing wilder and wilder with each replay at a new fireside. You successfully helped the people of Pimatsih, at the request of Kishna Meltcaller. While the dead litter the ground, the number is small for your efforts. At under 4 casualty points, you earn full marks. You defeated the Husk of Deskari, and as such, your already impressive reputation grows.
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REF: 1d20 + 20 ⇒ (19) + 20 = 39 Zanderel's lightning strikes the center of the husk, shattering the thorax and killing the locusts! A small dot near the horizon grows rapidly as Hesla flies toward Pimatsih at an unbelievable speed, divine power building around her like a coming hurricane. Just before she reaches the gates, a huge flock of owls suddenly descend as if from the heavens, forming a swirling wall in front of the exemplar before transforming into an intense blizzard despite the warmth of the day. For a few seconds that seem like minutes, a raging snowstorm blocks all sight, and flashes of lighting and other energies erupt, barely visible through the blinding snow. As quickly as it began, the storm dissipates, revealing a terrain empty save for rapidly-melting piles of snow and a small crater surrounded by scorch marks. Hesla of the Embers, Betrayer of Demons, Breaker of Cities, has disappeared... for now. Kishna arrives and stands in awe at the fading storm. “Truly you have gained the goddess Alglenweis’ favor, for her owls to intervene so. The Princess of the Rime does not often intervene directly, even in her follower’s greatest need.” She bows her head in honor of the divine blessing she has witnessed, but quickly returns to business. “Now, I must help my people rebuild and also work to ensure that no one can use the Locust Lord’s corpse as a banner for war ever again. You, on the other hand, I judge to have the greater task. You have gained the enmity of a godling, one who seeks to extend her power over the land of Sarkoris. I fear you will not be free of this threat until she is confronted with her plans directly.”
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Azbjorn sends another volley, again connecting but a single time. Right behind it is a ray of searing light! Orin takes the shot and returns in kind, striking with his shield against the carapace. Acid: 4d6 ⇒ (1, 6, 4, 6) = 17 Flat: 1d20 ⇒ 11. Chulyin and the wolf both feel their stomachs turn, but he still gets the spell off REF: 1d20 + 20 ⇒ (9) + 20 = 29 It's shocking that it's still up! ROUND 2:
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Morale Point Uses:
Each square engulfed in flames deals 4d8+4 fire damage to a creature that ends its turn adjacent to the fire, and 8d8+8 fire damage to a creature that passes through the flames (DC 32 basic Reflex save). ******************* DM:
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The party pushes south to open up a pair of double doors that open to a long hallway. There's a door that assuredly opens to the arena, but there's another to the south.
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I meant it doesn't make sense narratively, but it does make sense by the rules With perfect precision, The Mad Hopper shatters a pair of bombs that erode the swarm to nothingness! ROUND 2:
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Morale Point Uses:
Each square engulfed in flames deals 4d8+4 fire damage to a creature that ends its turn adjacent to the fire, and 8d8+8 fire damage to a creature that passes through the flames (DC 32 basic Reflex save). ******************* DM:
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Zanderel lets fly one of the most famous attack spells in the Inner Sea Swarm: 1d20 + 16 ⇒ (18) + 16 = 34 PASS
Most, but not all of the swarm is incinerated in the blast. The spell took the husk unawares, and destroys thousands of individual locusts within the body! The remaining swarm closes in around Dran'Thor and The Mad Hopper (just underneath Chulyin! Each of you takes Piercing + Acid: 2d8 + 2d8 ⇒ (5, 8) + (6, 1) = 20 Basic FORT DC 26, with additional issues if you fail. The husk approacheth. The roar of millions of locusts stirs and turns your stomaches EVERYONE needs to pass a DC 33 FORT save or become Sickened 1. Twice its stinger lashes out at Orin:
ROUND 2:
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Morale Point Uses:
Each square engulfed in flames deals 4d8+4 fire damage to a creature that ends its turn adjacent to the fire, and 8d8+8 fire damage to a creature that passes through the flames (DC 32 basic Reflex save). ******************* DM:
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We're now back to picking a door...
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Dendillion's music helps not only the party, but the shoonies too! Unfortunately, the creature's tough hide is more than a match for a simply albeit magically, thrown rock. ROUND 1:
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DM: Red: 35 Blue: White: Black: SHOONY:
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Peldur takes the stairs down, breaching a new level of the Abomination Vaults. It reeks, the stench of brimstone permeates the air. There are infernal runes in a suspicious red ink on the walls. A long hallway, stretching north to south, ends in a staircase at the southern end that branches left and right. The north and east walls each have a door with small, sliding windows. A raised portcullis at the northeastern end here has metal points crusted with dried blood. The corridor is dark save for two lights at the far end that bounce as if held by carefree hands walking the hall.
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Azbjorn fires from accross the field. Only one of his arrows strikes true. The rangers heart drops a bit as he sees that the arrow's effect is muted agaisnt the swarms that animate the shell. ROUND 1:
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Morale Point Uses:
Each square engulfed in flames deals 4d8+4 fire damage to a creature that ends its turn adjacent to the fire, and 8d8+8 fire damage to a creature that passes through the flames (DC 32 basic Reflex save). ******************* DM:
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Lightning erupts on the field as Chulyin blasts the husk and it's swarms: Black: 1d20 + 16 ⇒ (7) + 16 = 23 FAIL
Orin moves forward ready to stand toe to toe with a divine husk! Dran'Thor releases a massive amount of druidic power!
He quickly sees that the locusts that make up the swarms and that animate the corpse are very much alive. Nevertheless, the massive explosion kills hundreds of thousands of them! Three of the swarm clusters are utterly destroyed. Hopper starts drinking as his body absorbs alchemical power. ROUND 1:
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Morale Point Uses:
Each square engulfed in flames deals 4d8+4 fire damage to a creature that ends its turn adjacent to the fire, and 8d8+8 fire damage to a creature that passes through the flames (DC 32 basic Reflex save). ******************* DM:
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You burst forth from the gates to a now blasted field. You are all that stands in the way of total devastation! Initiative:
Default Exploration Foes: 1d20 + 22 ⇒ (19) + 22 = 41 The Mad Hopper: 1d20 + 18 ⇒ (4) + 18 = 22 () Zanderel: 1d20 + 19 ⇒ (9) + 19 = 28 () Dran'Thor: 1d20 + 22 ⇒ (11) + 22 = 33 () Orin: 1d20 + 21 ⇒ (3) + 21 = 24 () Chulyin: 1d20 + 19 ⇒ (14) + 19 = 33 () Azbjorn: 1d20 + 18 ⇒ (19) + 18 = 37 () With a roar that is truly terrifying the husk disgorges millions of locusts! ROUND 1:
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Morale Point Uses:
Each square engulfed in flames deals 4d8+4 fire damage to a creature that ends its turn adjacent to the fire, and 8d8+8 fire damage to a creature that passes through the flames (DC 32 basic Reflex save). ******************* DM:
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A hue and cry is heard from the direction of the town’s gate. Men-at-arms and citizens alike flee in horror as a massive insectoid creature lumbers toward Pimatsih. Protruding from the broken exoskeleton are the ribcage and upper torso of a skeletal humanoid with a set of giant mandibles where a mouth should be. The creature is surrounded by a swarm of flying insects and greenish vapor. From the distance the magically-enhanced voice of Hesla Embersplitter rings across the terrain. Although the source of the sound is not visible, her voice echoes clearly from every building. “Behold, the power of Hesla of the Embers, Betrayer of Demons, Breaker of Cities! I have raised Deskari, demon lord of locusts, just as I have laid his cult low. As it was foretold, ‘The split ember shall make the locust walk again!’ Arise now, Usher of the Apocalypse, and feast upon this place, the first of many!”
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With master efficiency flesh and steel are mended! The Mad Hopper (109/138)
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Indeed! Anyone else? The Mad Hopper (78/138)
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Orin's pick finds the dinosaur's neck over and over again. Azbjorn's arrow strikes true in the dinosaur's final moment. The citizens of Pimatsih also succeed in fighting off the rest of the demonic hordes in desperate battles all across the town. And suddenly... peace. Only for a moment though. Fires rage as the bakery fire has now consumed the entire square. Wails of anguish alert Pharasma to new penitents. Blood and wound-slurry mix with ash to leave the air acrid and red. Would you like to heal and refocus?
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Soaring high above, Dran'Thor can see that the town is in dire straits. Were it not for your team, it'd be destroyed entirely... Dino: 1d20 + 16 ⇒ (20) + 16 = 36 CRIT SUCCESS
The giant's entire body goes rigid as the electricity suffuses every muscle and sinew. With a thud it becomes another corpse on the field! ROUND 11:
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Morale Point Uses:
Each square engulfed in flames deals 4d8+4 fire damage to a creature that ends its turn adjacent to the fire, and 8d8+8 fire damage to a creature that passes through the flames (DC 32 basic Reflex save). ******************* DM:
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From his limitless supply of bottles, Hopper wors like... well... mad to pummel the remaining foes Only the dismounted red giant and red dino remain. Pinned in, the triceratops whips around to try goring Orin:
From his comfort zone in the fire, the giant tries to decapitate The Mad Hopper:
[/spoiler]
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Morale Point Uses:
Each square engulfed in flames deals 4d8+4 fire damage to a creature that ends its turn adjacent to the fire, and 8d8+8 fire damage to a creature that passes through the flames (DC 32 basic Reflex save). ******************* DM:
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Tiny rushes in. Unfortuantely his fists strike only the ground next to the mostly submerged beast, but he certainly got its attention! Chark has more luck singing the heck out of the dorsal fin. The other three fins simply circle, but the wounded one erupts from the ground! This armor-plated creature’s toothy maw gapes wide as a fin-like dorsal plate rises between its shoulders. With incredible power it leaps into the air, sailing over Tiny and landing near Chark like an earthquake
Leaping Claws: 1d20 + 21 ⇒ (9) + 21 = 30 for DMG: 2d10 + 10 ⇒ (3, 1) + 10 = 14 ROUND 1:
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DM: Red: 35 Blue: White: Black: SHOONY:
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