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A Clash of Earth and Sea, Part II (El Jefe Judging) [Concluded]

Adjusted Starting Positions

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13  |  |[]|  |Za|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |[]|  |
14  |[]|[]|  |Du|  |  |  |  |  |  |  |dd|dd|  |  |  |  |  |  |  |  |  |[]|  |
15  |  |  |Op|Ch|  |  |  |  |  |  |dd|dd|dd|dd|  |  |  |  |  |  |  |  |[]|  |
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dd = dias
Ch = Charlarn
Za = Zack
Du = Ducane
Ja = Jack
Ig = Iggy
Op = Opale
Pl = Planus
 

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Before Combat
Charlarn senses the presence of magic, but doesn't have time to refine that sense to location or type.

Surprise Round
Faint whispering is heard from ahead just before a wave of cold washes over the party.

Cone of Cold (9d6=38) Save DC 18 for 19 damage.

In the wake of the wave of cold, an Ogre with light blue skin appears between you and the gem.

"You cannot stop us, fools! Allready, I have loosed a scourge upon the lands as my master bid me. As long as this magic remains in place, more and more of my fiendish creations shall walk on the land and below it. Chaos will reign supreme!"
 


Round 1
Jack drops from -6 hp to -7 hp. 20=Stabilize (1d20=5)

Ducane dashes in with a quick blow, hitting the Ogre and stepping back before it can respond. He deals 17 damage, though the creature's supernatural constitution is evident, much like the trolls you fought earlier.

The Ogre Mage, his wounds healing even as you watch, turns invisible and moves.

Goruksblain yells out a battlecry, calling for the destruction of all the Lich's servants. It also fills Charlarn with energy so that he might better perform this task. Cure Moderate Wounds on Charlarn (2d8+10=13)

[Charlarn is up.]
 
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Hp 5 / 43, AC 17 (18 vs Ogre Mage)

Round 1: If the Ogre Mage is within Spring Attack range (25ft, since Ducane needs to move after attacking), Ducane moves in and attacks. Attack roll 18, damage 17.

Round 2: Ducane will try to tumble (9) away towards the party (or away from the ogre mage if he can hear where it's going), if the Ogre Mage is invisible and use total defense.

OOC: Initiative 22, Reflex Save 10. Ouch. Using dodge at ogre mage.
 
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13  |  |[]|  |Za|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |[]|  |
14  |[]|[]|  |  |  |  |Du|  |  |  |  |dd|dd|  |  |  |  |  |  |  |  |  |[]|  |
15  |  |  |Op|Ch|  |  |  |  |  |  |dd|dd|dd|dd|  |  |  |  |  |  |  |  |[]|  |
16  |[]|[]|  |[COLOR=Red]Ja[/COLOR]|  |  |  |  |  |  |  |dd|dd|  |  |  |  |  |  |  |  |  |[]|  |
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dd = dias
Ch = Charlarn
Za = Zack
Du = Ducane
Ja = Jack
Ig = Iggy
Op = Opale
Pl = Planus
 


Initiative (1d20=12)
Reflex save (1d20+1=5)

Zack can barely raise his cloak up as the wave of intense cold washes over the group. Barely staying on his feet, the dark-clad warrior starts growling from deep within his chest as he moves towards the spot where the blue creature had been.

OoC: Failed save leaves Zack at exactly 0hp, then activating Rage increases him back to 8hp. Move next to Ducane and ready a partial charge with PA2, so stats at Attack +10, damage 2d4+11.
AC while raging 13, so charging brings it down to 11...
 



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