conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Tanaric: The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a cramped, rectangular room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a bracket by the sole door visible in the room.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_|D_
  1|||||
  2||N|||
  [/table]
  
  There is a door at A-1.
   
  
  
  DM notes: 
   Spoiler 
  2, 16, 17
   
conversations.from: human
conversations.value: Draken: Nightmare looks at the door, silently hovering to the side.
  
  After a crackle of blue energy flares from his feet to his neck, Nightmare opens the visor of his helmet, and with his mouth open wide, releases a gout of corrosive bile at the door.
  
  Move Action: Fly from B2 to A2.
  
  Swift Action: Shift two points of essentia from Airstep Sandals to Acidic Spittle.
  
  Standard Action: Spit at door for  (3d6)[ 11 ]  acid damage.
  
  OOC:  
   Spoiler 
  I believe attack rolls here are pointless, a stationary object tends to have a touch AC of 5, which I would only miss on a natural 1, because Natural ones always miss. Plus there is no issue of time and this action would be repeated each round until the door gives in.
  
  Plus. If not for the little movement, I could declare coup de graces, I believe. Sure, they wouldn't deal critical damage and wouldn't force saves on the door, but they would still automaticaly hit.
   
conversations.from: human
conversations.value: Tanaric: The door melts to slag. If inanimate objects could do so, it might look at you sadly, a questioning look on its face.
  
  You can't see much beyond the remains of the door, save for a few yards of a narrow, unlit corridor that runs north and south.
conversations.from: human
conversations.value: Draken: After another crackle of energy, Nightmare hovers to the door, taking the torch from the bracket and proceeding down the corridor.
  
  Change essentia back to the airstep sandals.
  
  Take torch.
  
  Move down the corridor, hovering a few inches from the floor as possible (fly 30 feet once per round, must end movement touching ground)
conversations.from: human
conversations.value: Tanaric: Which way were you moving down the corridor?
conversations.from: human
conversations.value: Draken: Hmm...
  
   (1d2)[ 2 ] 
  
  1. North.
  2. South.
  
  South it is.
conversations.from: human
conversations.value: Tanaric: The corridor continues south for fifty feet before taking a sharp turn east and continuing in that direction as far as you can see. There is a door on the north side of the corridor, twenty feet away from the bend.
conversations.from: human
conversations.value: Draken: Nightmare makes a harsh sound through his helm, before turning back towards the north, stopping 30 feet away from the door and starting to melt it down with his spit.
conversations.from: human
conversations.value: Tanaric: Ah, sorry, didn't explain that very well. There's a door on the north side of the eastbound corridor. Nothing stopped you from going as far south as the bend.
conversations.from: human
conversations.value: Draken: Ah. Right.
  
  Any chances of a poorly drawn mspaint map of the explored areas?
  
  Anyway, no need to change much of the action, Nightmare hovers up to a fair distance away from the door and starts melting it with acid.
conversations.from: human
conversations.value: Tanaric: This door, too, melts into a puddle of bubbling metal bits and disintegrated wood. This time, however, a screech accompanies your efforts at architectural mutilation, followed shortly after by a loud chittering.
  
  A moment later, a small, bewinged creature, covered head to foot with leathery skin and sprouting a pair a short horns flaps out into the corridor. A tiny, vaguely squirrel-like creature runs out right behind the winged creature, its fur a raven black, its eyes a malevolent red.
  
  Initiative time.
  
  Init (squirrel):  (1d20+3)[ 8 ] 
  Init (winged):  (1d20+2)[ 15 ] 
  
  Map:  
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_
  1||-|-|-|-|-|-|-|-|-|-
  2||-|-|-|-|-|-|-|-|-|-
  3||-|-|-|-|-|-|-|-|-|-
  4||-|-|-|-|-|-|-|-|-|-
  5||-|-|-|-|-|-|-|-|-|-
  6||-|-|-|-|-|-|-|-|-|-
  7||-|-|-|-|-|-|-|-|-|-
  8||-|-|-|-|-|-|-|-|-|-
  9||-|-|-|-|-|-|-|-|-|-
  10|N||||w/s||||||[/table]
  
  There is a door at E-10, right behind the two creatures. The squirrel-like one is on the ground, the winged one flying five feet above it.
   
conversations.from: human
conversations.value: Draken: (First things first, Initiative.)
  
   (1d20+6)[ 7 ] 
  
  Wow. That is lame.
conversations.from: human
conversations.value: Tanaric: Best to get those 1s out of the way early, ne? 😛
  
  The winged creature lets out another screech and flaps its way toward you, flying just over your head. It attacks you once as it flies past, a quick slash with one of the claws on its wingtips, before continuing up the corridor you came down from.
  
  Attack:  (1d20+4)[ 14 ] 
  Damage:  (1d4+1)[ 4 ] 
  
  The squirrel then darts forward toward you. Suddenly, your torch flickers and dims, all but extinguished by some sort of supernatural darkness.
  
  Fort save DC 13.
  
  Edit: Updated map: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_|H_|I_|J_
  1||-|-|-|-|-|-|-|-|-|-
  2||-|-|-|-|-|-|-|-|-|-
  3||-|-|-|-|-|-|-|-|-|-
  4||-|-|-|-|-|-|-|-|-|-
  5||-|-|-|-|-|-|-|-|-|-
  6||-|-|-|-|-|-|-|-|-|-
  7|w|-|-|-|-|-|-|-|-|-|-
  8||-|-|-|-|-|-|-|-|-|-
  9||-|-|-|-|-|-|-|-|-|-
  10|N|||s|||||||[/table]
   
conversations.from: human
conversations.value: Draken: (That attack missed)
  
  Fortitude Save:
   (1d20+2)[ 9 ] 
  
  Nightmare looks at the squirrel, energy cracks from his boots to his neck, and he releases a jet of acid at the creature.
  
  Swift Action: Transfer 2 Essentia from Airstep Sandals to Acidic Spittle.
  Standard Action: Use Acidic Spittle against the squirrel.
  
  Attack:  (1d20+4)[ 17 ] 
  Damage:  (3d6)[ 10 ] 
conversations.from: human
conversations.value: Tanaric: You take  (1d6)[ 3 ]  damage and 1 point of strength damage on the failed save.
  
  The squirrel's body all but disintegrates from the acid, but the darkness remains.
  
  The winged creature, seeing the effect the shadows had on you, wisely moves further up the corridor, then tenses as if prepared to do something else.
  
   
   Spoiler 
  The darkness extends as far as A-9. The winged creature moved to A-2.
   
conversations.from: human
conversations.value: Draken: Nightmare hovers out of the darkness, to A8, and fires against the winged thing.
  
  Move: 10 feet. A8
  Standard: Attack (30 feet reach).
  
  Attack:  (1d20+4)[ 21 ] 
  Damage:  (3d6)[ 9 ] 
conversations.from: human
conversations.value: Tanaric: The winged creature's readied action triggers as soon as you move out of the darkness. It moves to A-7 before you fire off your acid spit (which will provoke an AoO if you still want to take that action).
conversations.from: human
conversations.value: Draken: In response to the different situation, Nightmare instead attacks with his trident.
  
  Standard: Attack:  (1d20+4)[ 10 ] 
  Damage:  (1d8+3)[ 9 ] 
conversations.from: human
conversations.value: Tanaric: Miss.
  
  The creature flails wildly at you, going so far as to bite at your face with its oversized teeth.
  
  Claw1:  (1d20+4)[ 22 ] 
  Claw2:  (1d20+4)[ 9 ] 
  Bite:  (1d20-1)[ 17 ] 
conversations.from: human
conversations.value: Tanaric: Claw damage:  (1d4+1)[ 4 ] 
conversations.from: human
conversations.value: Draken: Angry, nightmare ignores the risk and belches acid at the tiny creature
  
  Attack: [roll]1d20+4[roll]
  Damage:  (3d6)[ 11 ] 
  
  Potential critical confirmation:  (1d20+4)[ 14 ] 
conversations.from: human
conversations.value: Draken: Erm. Attack roll failure. Trying again.
  
  [roll0]
  
  Edit: Cursed post limiter &gt;&lt;
conversations.from: human
conversations.value: Draken: Ok. Third time is... Something, forgot the saying.
  
   (1d20+4)[ 14 ] 
conversations.from: human
conversations.value: Tanaric: That's a dead flying monster. You receive 150 xp for your troubles. There's nothing of note on the flying creature, and you can't currently see the squirrel.
conversations.from: human
conversations.value: Draken: Nightmare waits in place for a minute, waiting for the dark fog to fade.
conversations.from: human
conversations.value: Tanaric: The darkness remains for the full minute you wait.
conversations.from: human
conversations.value: Draken: Energy courses from Nightmare's neck to his boots, and he lifts slightly off the floor, hovering through the mist and hopefuly out of it on the other side.
  
  Move 2 essentia to Airstep Sandals.
  
  Move 25 feet to D-10.
conversations.from: human
conversations.value: Tanaric: Fort save, please.
conversations.from: human
conversations.value: Draken: Did I land outside of the fog?
  
  Fort save:  (1d20+2)[ 16 ] 
  
  Total sufferings:
  
  Damage taken: 4
  Ability damage:
  Str -1
conversations.from: human
conversations.value: Tanaric: D-10 is the center of the shadows. You find what appears to be a solid orb of shadows near the dead squirrel's body.
conversations.from: human
conversations.value: Draken: Nightmare pokes the orb with his trident.
conversations.from: human
conversations.value: Tanaric: It rolls around like a marble, or like an acorn. Nothing else.
conversations.from: human
conversations.value: Draken: (Doh)
  
  Nightmare fetches the object.
conversations.from: human
conversations.value: Tanaric: The hallway continues on for another 20 feet before turning south. There's still a door right next to you, open, revealing an empty room.
conversations.from: human
conversations.value: Draken: Nightmares hovers into the door, checking inside.
  
  (Just a basic untrained spot followed by an untrained seach check)
  
  Spot:  (1d20)[ 2 ] 
  Search:  (1d20+1)[ 10 ] 
conversations.from: human
conversations.value: Tanaric: Nothing of note. If you continue inside the room, you'll leave the area of the darkness.
conversations.from: human
conversations.value: Draken: Instead of going further into the room, Nightmare goes down the corridor, following it all the way to the end.
conversations.from: human
conversations.value: Tanaric: After the southern bend, the corridor continues for ten feet before teeing into an east/west running hallway. To the west, it continues for forty feet before turning south. There is a door on the south face thirty feet from you. To the east, it extends further than your torch allows you to see.
conversations.from: human
conversations.value: Draken: Nightmare takes the west path, and melts the door down with acid after transfering all essentia to the Dissolving Spittle.
conversations.from: human
conversations.value: Tanaric: How far away from the door does he land?
conversations.from: human
conversations.value: Draken: Maximum possible distance.
conversations.from: human
conversations.value: Tanaric: That would be right at the east/west split. The door melts, but nothing else happens.