
Gimble, The Storyteller |

I'm being denied a standard/move action why?
Gimble wrote:Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).It never says it's a full round round action.
You burrowed as a move action then you swam as a move action. My point is that as a creature encased in rock tumbles to the bottom it's turning. Badger burrowed out in a random direction since he's blind and doesn't know which way is up, then swam out in that direction then up a couple feet. 2 move actions. He's currently 7.5' under water. Next round he'll be out of the quicksand with a successful swim check then strength check to get out.

sMik PZ |

Just out of curiosity, who has a light source that allows Mik to see? I thought it was on Badger who is submerged. Is there a light source on ZAO? It wouldn't change Mik's action to back into the corner and I think he would be able to do that while blind and in a single move action. Just curious.

sMik PZ |

I think that is why my ears are more pointy and face is longer and why I suddenly went blind. I don't think I am a dwarf anymore. I seriously hope I'm not a mephit or some other horrid creature and, although being a dwarf was pretty bad, there are certainly worse things.

Gimble, The Storyteller |

Goro moves up, assuming the wall was breached and swings at the blue section of the wall...
[dice=power attack]1d20+17 for
[dice=damage]1d12+18
Which part of the wall did you attack? The upper 5foot section or lower. You can tell the upper section has been damaged pretty good, but for you to go through without a climb check you'd need to beach the lower portion.

sMik PZ |

Umm, you aren't supposed to miss the big guy, ZAO. As for being elven, I dunno. If you're invisible and you have a mirror, that is also invisible, can you see your reflection? Can you even see your own self, such as your hand in front of your face? Oh, I do have See Inv running so I should be able to see myself. Now if only I had a mirror ... You know, I am actually afraid to speak for fear of what I might sound like.

Griff Olar |

a rogue without a mirror... Inconceivable!
yes Griff was attacking the uper wall, and I do hit like WIZARD! and proud of it... Mostly.
that is why I cast FIREBALLS, and carry an adamantine sword

Gimble, The Storyteller |

Goro punches a hole below the part of the wall that Griff has been trying to breach, and is yet to do so in 2 swings, on his first swing.
As ZAO take a shot at the sparkly guy in the fog, both the Mud Elemental and Big Mud get attacks of opportunity.
Mud Elemental AoO: 1d20 + 24 ⇒ (15) + 24 = 39
The Mud Elemental Slams ZAO for . . .
Slam Damage: 2d10 + 10 ⇒ (2, 8) + 10 = 20 plus Fort Save DC 22 or become Entrapped as the mud from the elemental's slam attack starts to harden around you.
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Big Mud AoO: 1d20 + 21 - 3 - 4 ⇒ (4) + 21 - 3 - 4 = 18
1-20% Miss Chance: 1d100 ⇒ 42
He can see you, but you have concealment because of the fog
Big Mud swings and misses.
The sparkly Mud guy gets hit by ZAO's shot that didn't ruin the weapon (even with the -2 if you're entrapped), but what should have dealt damage, did not seem to slow the creature at all.
The fog of eternal stench dissipates.
Mephits:
Flanking the Air Elemental Pink takes a full attack . . .
Pink: Claw1: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Claw2: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Claw2 Crit Confirm: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Hitting with both for . . .
Claw Damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Crit Damage if applicable: 1d6 + 3 ⇒ (5) + 3 = 8
. . .and Orange swipes at Jyord as well.
Orange:Claw: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Hitting for Claw Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Mud Elemental
Looks at ZAO, takes a 5 foot step back, and sends 2 slam attacks his way. . .
Slam1: 1d20 + 24 ⇒ (18) + 24 = 42
Slam2: 1d20 + 24 ⇒ (4) + 24 = 28
Slam1 Damage: 2d10 + 10 ⇒ (8, 6) + 10 = 24 plus DC 22 Fort Save
Slam2 Damage: 2d10 + 10 ⇒ (6, 5) + 10 = 21 plus DC 22 Fort Save
An Entrapped creature that fails a 2nd save is Helpless and can only try to break free of the entrapment. A DC 22 Strength Check as a Full Round Action breaks free, DC 27 if Helpless. OR 1d3 rounds if a large amount of water is used (the mud on the ground would count as this).
Big Mud:
Seeing his pet take care of the Chanty, evil-eyeing-gnome, he looks at his pet under him and takes 2 swings at Eido.
Slam1: 1d20 + 21 - 4 - 3 ⇒ (5) + 21 - 4 - 3 = 19
Slam2: 1d20 + 21 - 4 - 3 ⇒ (4) + 21 - 4 - 3 = 18
Missing with both attacks.
PC Conditions:
Goro and ZAO are Paranoid.
Mik: Nauseated Round 2.
Francis: Holding Breath Round 2
PC Saves to be made:
ZAO Fort DC 22 x3 for Entrapped in Mud (2 fails = Helpless)
Initiative Round 13:
Party
Monsters

sMik PZ |

Since Mik is nauseous and doesn't have many options, he will take a move action to move next to the Big Mud (the 10' one, not 15' one) as stealthy as he can, Stealth: 1d20 + 17 ⇒ (3) + 17 = 20 and hopefully +20 for being invisible and also attempt a swift action to Shift to the other side of Big Mud where I placed the double boxes. Not sure if I can shift and move when I'm feeling this gassy.

Griff Olar |

Griff will fly through the hole that goro made (with style and finesse), Thanks Goro you're awesome
Griff will cast Fire snake
casting defensively: 1d20 + 19 ⇒ (15) + 19 = 34
DC 22 reflex
fire dsake damage: 10d6 ⇒ (2, 2, 6, 1, 5, 3, 3, 5, 2, 2) = 31
Burn babies BURN!!

Gimble, The Storyteller |

ZAO, you can move up to 15 feet off the ground on Eido's turn if you'd like. The room has a 20 foot ceiling. The hallway between the rooms is a 10 X 10 hallway.
Second, even if you were higher, you couldn't be more than 25' off the ground to ask for your double-barreled pistol to hit with a touch attack. This is still within reach of the 15' creature with 15' reach.
The rolls stand as they are.
Griff sends a sizzling fire snake through the two mephits and into Big Mud.
Reflex Pink: 1d20 + 8 ⇒ (8) + 8 = 16
Reflex Orange: 1d20 + 8 ⇒ (7) + 8 = 15
Reflex Big Mud: 1d20 + 12 ⇒ (19) + 12 = 31
Pink falls from the sky dead. Orange trys to dodge out of the way, but moves right into its path, but is still alive.
Big Mud deftly dodges out of the way avoiding it entirely.
Badger swims to the surface and climbs out.

Jyord |

Jyord takes a 5ft step, remaining at the ceiling. He begins to spontaneously cast summon natures ally 4, using his last 4th level spell slot to do so.

Gimble, The Storyteller |

ZAO fights off the Mud Entrapment from the AoO, but ZAO is unable to keep the mud from hardening around the first slam. He is able to keep from being completely encased in mud and hopeless from the second Slam attack.
ZAO is Entangled.
Initiative Round 13
Goro, ZAO
Monsters

ZAO Zenkrikk Azler Oz |

defensive casting: 1d20 + 12 ⇒ (18) + 12 = 30 DC 21
entangled concentration: 1d20 + 12 ⇒ (6) + 12 = 18 DC 18
Casts Dimension Door with Eido and land to the left of the dead red Mephit in the hall way.
Hey guys I think a tactical retreat may be in order. I'm bloodied and my weapons are busted. If you want to stick around I'll be doing what I can from the rear

ZAO Zenkrikk Azler Oz |


Gimble, The Storyteller |

Goro steps through the wall, puts away his sword, quick draws his bow, and drops his arrow before he's able to let it loose at the Mephit.
ZAO, dimension doors away from immediate danger, leaving the hardened mud behind.
Big Mud: Instantly the area around Griff and Jyord are filled with dust (Griff is well aware that this is Glitterdust). Both Griff and Jyord need to make a will save, DC 13 or be blinded.
He then throws a Mudball at Jyord . . .
Ranged Touch: 1d20 + 16 - 3 - 4 ⇒ (11) + 16 - 3 - 4 = 20 covering him in Mud and dealing
Nonleathal Damage: 1d8 + 6 ⇒ (5) + 6 = 11
This also acts as if all your equipment is affected by the Grease spell
Mephit:
The mephit takes a 5 foot step toward Jyord and attacks him with both claws.
Claw: 1d20 + 13 ⇒ (18) + 13 = 31
Claw: 1d20 + 13 ⇒ (17) + 13 = 30
Both Claws Damage: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Mud Elemental:
Stands there, guarding the room. Readied Action
PC Conditions:
Goro: Paranoid and cursing the gods for his misfire.
ZAO: Paranoid and the part of him that controls his actions seems to be in panic mode.
Mik is feeling better and no longer nauseated.
PC Rolls to be Made
Jyord: Concentration check DC=10 + Damage Taken + Spell Level = 37
Failed Concentration means spell lost.
Initiative Round 14:
Party
Monsters
Last Mephit is pretty beat up.
Big Mud has taken a fair amount of damage, but is still strong.
Mud Elemental is unharmed.

Goro Carrick |

Goro takes a 5' step activates his boots of speed (free action) and casts instant favored enemy (swift action) on big mud and attacks...
manyshot: 1d20 + 14 - 2 + 6 + 1 ⇒ (6) + 14 - 2 + 6 + 1 = 25 for
damage: 2d6 + 11 ⇒ (4, 3) + 11 = 18
damage: 2d6 + 11 ⇒ (2, 2) + 11 = 15
rapid shot: 1d20 + 14 - 2 + 6 + 1 ⇒ (9) + 14 - 2 + 6 + 1 = 28 for
damage: 2d6 + 11 ⇒ (3, 4) + 11 = 18
haste shot: 1d20 + 14 - 2 + 6 + 1 ⇒ (16) + 14 - 2 + 6 + 1 = 35 for
damage: 2d6 + 11 ⇒ (2, 6) + 11 = 19
iterative: 1d20 + 9 - 2 + 6 + 1 ⇒ (8) + 9 - 2 + 6 + 1 = 22 for
damage: 2d6 + 11 ⇒ (2, 2) + 11 = 15

Gimble, The Storyteller |

Goro takes a 5' step activates his boots of speed (free action) and casts instant favored enemy (swift action) on big mud and attacks...
All but one arrow connects, each doing damage, but not as much as you'd expect. Big Mud looks at Goro and smiles.

Jyord |

will save: 1d20 + 14 ⇒ (12) + 14 = 26
concentration: 1d20 + 6 + 9 ⇒ (15) + 6 + 9 = 30
Jyord takes a 5ft step and full round attacks the little b~%&* that interrupted his spell.
slam: 1d20 + 6 ⇒ (15) + 6 = 21
slam: 1d20 ⇒ 12
dmg: 1d6 ⇒ 4

Griff Olar |

will save: 1d20 + 11 ⇒ (20) + 11 = 31
wouldn't Jyord need to make three separate concentration checks, because the damage is from three different attacks?
was the gliterdust a swift action? because if so that sucks for us.

Gimble, The Storyteller |

wouldn't Jyord need to make three separate concentration checks, because the damage is from three different attacks?
was the gliterdust a swift action? because if so that sucks for us.
It does look like he makes seperate checks for each attack. The first one makes it, so Jyord needs to make 2 more Concentration checks with DCs of 19 and 21.
Yes, that was a quickened Glitterdust
Your first slam hits the mephit.
Badger moves in to take a bite out of Big Mud; Big Mud takes a swing as Badger moves in:
AoO: 1d20 + 21 ⇒ (19) + 21 = 40
Crit Confirm: 1d20 + 21 ⇒ (16) + 21 = 37
Tremorsense negates Stardust
. . .and connects with a shot right square on Badger's nose.
Slam Damage: 4d6 + 16 ⇒ (1, 1, 6, 6) + 16 = 30
Grapple Check: 1d20 + 24 ⇒ (8) + 24 = 32
If Badger is grappled, he doesn't make it close enough to attack and is 5 feet back. If he's not grappled, he misses anyway.

Griff Olar |

Griff moves over
HADUKIN!!
casting
You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6 points of force damage per two caster levels (maximum 5d6). For every 5 caster levels you possess beyond 5th, you gain a second ball of force.
A creature struck by any of these is subject to a bull rush attempt. The force has a Strength modifier equal to your Intelligence, Wisdom, or Charisma modifier (whichever is highest). The CMB for the force’s bull rush uses your caster level as its base attack bonus, adding the force’s Strength modifier and a +10 bonus for each additional blast directed against the same target. Each sphere of force makes its own separate bull rush attempt—if multiple spheres strike one target, you make multiple CMB checks but only take the highest result to determine success. If the bull rush succeeds, the force pushes the creature away from you in a straight line, and the creature must make a Reflex save or fall prone.
This spell pushes an unattended object struck by it 20 feet away from you, provided it weighs no more than 25 pounds per level (maximum 250 pounds). This spell cannot move creatures or objects beyond your range. Used on a door or other obstacle, the spell attempts a Strength check to destroy it if the sheer damage inflicted by the spell doesn’t do the job.
attack 1: 1d20 + 8 ⇒ (17) + 8 = 25
attack 2: 1d20 + 8 ⇒ (19) + 8 = 27
Vs touch
damage 1: 5d6 + 1 ⇒ (6, 1, 2, 2, 4) + 1 = 16
attack 2: 5d6 + 1 ⇒ (5, 2, 2, 2, 5) + 1 = 17
Bull rush attempt(taking the better of the two)
bull rush 1: 1d20 + 27 ⇒ (15) + 27 = 42
bull rush 2: 1d20 + 27 ⇒ (5) + 27 = 32
42, I choose you. If he gets pushed at all he needs to make a reflex saveDC20, or fall prone.