conversations: human
conversations:  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 small 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 sconce near the room's single door.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_
  1|||
  2||S|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet. 
   
conversations: Tanaric:
conversations: human
conversations:  Going to follow the advice given by Chilepepper:
   
   Spoiler 
  
  
   
   Originally Posted by Adumbration 
   Is there any way to speed up the process of exploring the map? I'd really love to take another shot at the dungeon, but the idea of another 2-3 pages of "I turn left. I turn right" fills me with dread. Especially when I'm already familiar with the map. (Well, most of it.) 
   
  
  
   
   Originally Posted by chilepepper 
   Just give parameters for your direction choices.  What I did is say "I follow the left hand wall, opening all doors on my left, ignoring right turns and right hallways and straights when I could go left."  Theoretically, you'll see all the dungeon that way, unless there are 'islands' of non-passage. 
   
   
  
  
  So... After exiting the starting room, Swiftkiller will follow the left hand wall, opening all doors on his left, ignoring right turns and right hallways and straights when he could go left.
  
  He'll be prodding the squares he'll be treading with the 10-foot pole he is carrying.
conversations: Adumbration:
conversations: human
conversations:  To be clear, you are opening doors to your left, not only going left for the purposes of exploration?
conversations: Sliver:
conversations: human
conversations:  Might as well open the doors, while at it. Get some action.
conversations: Adumbration:
conversations: human
conversations:  You find a pit.
conversations: Sliver:
conversations: human
conversations:  Going to continue. You can leave out mentioning pits in the future, unless Swift actually falls into one.
conversations: Adumbration:
conversations: human
conversations:  You are opening all doors you come past or just at the left of you?
  
   
  
  You reach room 16.
  
  There is a monstrous humanoid in the center of the room. I don't know how it looks like. It doesn't have stuff.
  
  Initiative  (1d20)[ 15 ] 
conversations: Sliver:
conversations: human
conversations:  Just on the left. However, as Chile stated, that will end up with every door/room open, barring some strange incident.
  
  Initiative:
   (1d20+8)[ 28 ] 
conversations: Adumbration:
conversations: human
conversations:  I'm guessing that will win the initiative.
  
  Swift charges up, his short sword slashing at this enemy.
  
  Charge attack (+2 attack, -2 AC)
   (1d20+12)[ 26 ] 
  Damage:
   (1d4+7)[ 9 ] 
conversations: Adumbration:
conversations: human
conversations:  Forgot to mention: Swift has the stance Child of Shadow active, and he has readied Shadow blade technique, Burning blade, Counter charge and Wolf fang strike as his maneuvers.
conversations: Adumbration:
conversations: human
conversations:  Your attack hits it.
  
  It tries to claw you:
  
   (1d20+5)[ 19 ] 
   (1d4+2)[ 6 ] 
   (1d20+5)[ 9 ] 
   (1d4+2)[ 3 ] 
conversations: Sliver:
conversations: human
conversations:  I guess one attack has a chance to hit..
  
   (1d100)[ 87 ]  low misses
conversations: Sliver:
conversations: human
conversations:  Please roll miss chance for the first attack... It will hit, dealing 6 damage, unless it fails on a 20% miss chance check.
  
  Meanwhile, I'll be preparing my actions.
  
  EDIT: Ninja'd. Just a sec.
conversations: Adumbration:
conversations: human
conversations:  Swift uses Burning blade as a swift action, and then, fighting defensively (-4 to attack, +2 AC) attacks the creature.
  
  Attack:
   (1d20+6)[ 25 ] 
  Damage:
   (1d4+7)[ 11 ] + (1d6+1)[ 3 ] 
conversations: Adumbration:
conversations: human
conversations:  That's a critical threat. Confirming:
   (1d20+6)[ 9 ] 
  Damage:
   (1d4+7)[ 8 ] 
conversations: Adumbration:
conversations: human
conversations:  Hit, it goes down.
  
  150xp, no loot.
conversations: Sliver:
conversations: human
conversations:  Swift drinks down a potion of Faith healing (Pandorym) and is healed to full hitpoints.
  
  He then continues his search.
conversations: Adumbration:
conversations: human
conversations:  You should note which door you take..
conversations: Sliver:
conversations: human
conversations:  Swift continues from the door which he opened. This will keep the chain intact, I think.
conversations: Adumbration:
conversations: human
conversations:  Alright. You come back from the other side of the second door anyway. Soon I will give you a new map but just east of that door there is a large red card hanging from the wall.
conversations: Sliver:
conversations: human
conversations:  Swift will ignore it... for now. At the very least until he remembers to buy a pair of nice, thick gloves.
conversations: Adumbration:
conversations: human
conversations:  Black dot is a large green note card hanging from the wall.
  
  You just gonna ignore all cards right?
conversations: Sliver:
conversations: human
conversations:  Yah. Pretty much. Every time I think about doing something with them I get this sudden image of Admiral Ackbar shouting "It's a TRAP!" in my mind.
conversations: Adumbration:
conversations: human
conversations:  People are extremely paranoid in the dungeon for no reason really.
  
   
  
  You open the door to room 2.
  
  There is a large lever with a bright red handle in the center of the room. There is a cake in the southeast corner of the room, on a tray bolted to the floor, with frosting reading something. A note attached to the wall above the cake reads something else.
conversations: Sliver:
conversations: human
conversations:  Sigh. I'm not going to get peace until I do this. Swift pulls the lever.
  
  If he survives the consequences - if any - he will continue on his way.
conversations: Adumbration:
conversations: human
conversations:  Give me a reflex roll.
conversations: Sliver:
conversations: human
conversations:  Reflex:
   (1d20+9)[ 10 ] 
  
  EDIT: Facepalm.
conversations: Adumbration:
conversations: human
conversations:  You fall up! After a few turns, you fall down!
  
   (2d6)[ 7 ]  falling damage up.
  
   (2d6)[ 6 ]  falling damage down.
conversations: Sliver:
conversations: human
conversations:  During the "few turns" between 2d6s of death, Swift drinks down his last potion.
  
  After the second fall, he is at 4 hp.
  
  EDIT: He'll stagger off and continue his quest.
conversations: Adumbration:
conversations: human
conversations:  You aren't interested in the cake or the note above it?🤨
  
  Some way forward you come from the other side of the same room. There is a bullseye in front of the door to it.
conversations: Sliver:
conversations: human
conversations:  Continuing.
conversations: Adumbration:
conversations: human
conversations:  Some distance into the same hall you trigger a trap.
  
  Acid comes at you!
  
   (1d20+8)[ 12 ] 
   (1d3)[ 3 ] 
conversations: Sliver:
conversations: human
conversations:  Into the hall! You trigger a dart trap that shoots in front of you.
  
  Then you trigger another acid trap.
  
   (1d20+8)[ 9 ] 
   (1d3)[ 2 ] 
conversations: Sliver:
conversations: human
conversations:  You reach room 3.
  
  Opening the door reveals the following room:
   
   Spoiler 
   {table]|A_|B_|C_|D_|E_
  1|||||
  2|||2||
  3|||||
  4|||1||
  5|||||[/table]
  Around a fire are sitting 2 humans. A better look reveals one of them to be an elf and the other has another set of sharp teeth. They have equipment. There is a door at A5 south, E5 south and D1.
  Initiative: (1d20+2)[ 22 ] 
   (1d20+1)[ 5 ] 
   
   
  
  You are outside A5 south. The elf is in front of you.
conversations: Sliver:
conversations: human
conversations:  Initiative:
   (1d20+8)[ 25 ] 
  
  By the way, what AC do the traps target? This is important.
conversations: Adumbration:
conversations: human
conversations:  Touch AC 
  
  You won initiative..
conversations: Sliver:
conversations: human
conversations:  Swift attacks the one closer to him, using a supernatural technique.
  
  Shadow blade technique:
  Roll 1:  (1d20+10)[ 28 ] 
  Roll 2:  (1d20+10)[ 28 ] 
  
  I'll see the rolls before I decide which to use.
conversations: Adumbration:
conversations: human
conversations:  Damage:
   (1d4+7)[ 9 ] + (1d6)[ 3 ]  cold.
conversations: Adumbration:
conversations: human
conversations:  The elf drops. Mr Toothy casts a color spray! Will save.
conversations: Sliver:
conversations: human
conversations:  In that case, Swift took no damage from the traps.
  
  He is also immune to Mind-affecting, so a Color spray won't affect him. (He is insane, literally. Willing deformity: Madness.)
  
  He moves up close and his sword bursts into fire (Burning blade.)
  
  Attack:
   (1d20+10)[ 16 ] 
  Damage
   (1d4+7)[ 11 ] + (1d6+1)[ 5 ] 
conversations: Adumbration:
conversations: human
conversations:  I will note that you are always FF unless you find the trap before it is triggered.. So you are FF and it is a touch attack..
  
  The toothed one falls too:
  
  Possessions masterwork studded leather, rapier, light crossbow with 10 bolts, gaudy noble’s outfit
  
  The elf: Studded leather, light shield (wooden) longsword, longbow, 10 arrows.
  
  150xp, 300gp.
conversations: Sliver:
conversations: human
conversations:  Oh, okay. All the stuff in the sack and moving on. I pretty much spoiled his chances with that lever, but let's see how far he gets. (He is at 1 HP.)
conversations: Adumbration:
conversations: human
conversations:  Room right south of the one you just finished:
  
  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_
  1|||
  2|||
  3|||
  4|||
  5|||
  6|||[/table]
  There is a door at A-1 west, B-1, and another at C-1 east
  There is a gnome sized figure with a white dragon’s head, ivory scales and short swords standing in the room
  Initiative:[roll]1d20 [/roll]
   
conversations: Sliver:
conversations: human
conversations:  Initiative:
   (1d20+8)[ 27 ] 
conversations: Adumbration:
conversations: human
conversations:  Go ahead.. No point in rerolling..
conversations: Sliver:
conversations: human
conversations:  Swift surges ahead, determined to end this fight as soon as possible.
  
  Using Burning Blade as a swift action, in conjunction with Shadow blade technique.
  
  Attack:
   (1d20+10)[ 28 ] 
   (1d20+10)[ 28 ] 
conversations: Adumbration:
conversations: human
conversations:  The hell? That's a coincidence.
  
  Damage:
   (1d4+7)[ 10 ] + (1d6+1)[ 4 ] fire+ (1d6)[ 6 ] cold.
conversations: Adumbration:
conversations: human
conversations:  20 damage? Yeah its dead... Rolling the same on 4 same kind of attacks? Really??
  
  150xp, 2 short swords, 4 darts.
conversations: Sliver:
conversations: human
conversations:  I will give you a map soon.. You reach the next room:
  
  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3||||| [/table]
  There are doors at A3 west and E3 east.
  A string of 4 notes hangs in the center of the room.
   
conversations: Sliver:
conversations: human
conversations:  Continuing on the same path.
  
  EDIT: Ignoring that room with flags. Damn you're a ninja.
conversations: Adumbration:
conversations: human
conversations:  Room 1.
  
  Opening the door reveals the following room:
   
   Spoiler 
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3||||1|
  4|||||
  5|||||
  6||||| [/table]
  There is a door at A-3, which you are just outside of,  another at A-5, E5  and D6. There is a metallic humanoid standing in the room looking at you.
  Initiative: (1d20+2)[ 20 ] 
   
conversations: Sliver:
conversations: human
conversations:  Initiative:
   (1d20+8)[ 28 ] 
  
  Swift has Child of Shadow active, and has readied Counter charge, Burning blade, Shadow blade technique and Wolf fang strike.
conversations: Adumbration:
conversations: human
conversations:  Wow. This has been an extraordinarily lucky streak of rolls.
  
  Swift attacks, using Burning blade and Shadow blade technique.
  
  Attack (if these are both 28 again, there's something wrong with the roller):
   (1d20+10)[ 28 ] 
   (1d20+10)[ 16 ] 
conversations: Adumbration:
conversations: human
conversations:  Swift uses the higher check, forfeiting his extra cold damage.
  
  Damage:
   (1d4+7)[ 9 ] + (1d6+1)[ 4 ] fire.
conversations: Adumbration:
conversations: human
conversations:  It goes down. (150xp, no loot)
  
  Beyond those doors is the exit out of this level and the vending machines. I don't know if you can rest safely here.
conversations: Sliver:
conversations: human
conversations:  Yay! Swift goes immediately to one of the vending machines, purchasing 3 potions of Faith healing (Pandorym).
  
  He gulps one of them down, regaining full hitpoints. After that, he will continue on the original path.
conversations: Adumbration:
conversations: human
conversations:  There is a large red button on a raised stone table in the center of the room. Something is written on it.
conversations: Sliver:
conversations: human
conversations:  Moving on... Not going to fall for that one again.
conversations: Adumbration:
conversations: human
conversations:  Aww.. Scared? Don't trust you will roll straight 28s to save you?
  
   
  
  Room 15. Eastern door.
  
  There is a 7ft tall hobgoblin, hairy, primitive, with horns, a scimitar and studded leather.
  
   (1d20+6)[ 15 ] 
conversations: Sliver:
conversations: human
conversations:  My luck is against creatures. Against traps I roll natural 1s. 😉
  
  Initiative:
   (1d20+8)[ 15 ] 
conversations: Adumbration:
conversations: human
conversations:  You win the tie.. Go.
conversations: Sliver:
conversations: human
conversations:  The goblin advances, his sword bursting into flames.
  
  Burning blade+Shadow blade technique.
  
  Attack:
   (1d20+10)[ 14 ] 
   (1d20+10)[ 11 ] 
conversations: Adumbration:
conversations: human
conversations:  This time, both attacks miss.
  
  It attempts to hit you with the scimitar.
  
   (1d20+6)[ 7 ] 
   (1d6+2)[ 3 ] 
  
  GAH!
conversations: Sliver:
conversations: human
conversations:  Swift shouts out "Wolf Fang Strike!" And hits with both of his short swords.
  
  Attack #1:
   (1d20+8)[ 9 ] 
  Damage:
   (1d4+7)[ 10 ] 
  
  Attack #2:
   (1d20+8)[ 15 ] 
  Damage:
   (1d4+7)[ 9 ] 
  
  EDIT: The dice gods are capricious today.
conversations: Adumbration:
conversations: human
conversations:  This one crit-killed someone yesterday... Lets see...
  
   (1d20+6)[ 16 ] 
   (1d6+2)[ 5 ] 
conversations: Sliver:
conversations: human
conversations:  Swift runs out of fancy tricks, and goes for the kidneys.
  
  Attack:
   (1d20+10)[ 26 ] 
  Damage:
   (1d4+7)[ 8 ] 
conversations: Adumbration:
conversations: human
conversations:  The other goblinoid looks happy you don't have more damaging tricks, because it hits him nicely.
  
   (1d20+6)[ 9 ] 
   (1d6+2)[ 7 ] 
  
  GAH!
conversations: Sliver:
conversations: human
conversations:  Swift tries that one again.
  
  Attack:
   (1d20+10)[ 13 ] 
  Damage:
   (1d4+7)[ 11 ] 
conversations: Adumbration:
conversations: human
conversations:  Miss.
  
   (1d20+6)[ 14 ] 
   (1d6+2)[ 7 ] 
   Also, he drinks a potion with his move action. You get AOO I guess. 
conversations: Sliver:
conversations: human
conversations:  Miss.
  
  Attack:
   (1d20+10)[ 22 ] 
  Damage:
   (1d4+7)[ 8 ] 
conversations: Adumbration:
conversations: human
conversations:  Make that one the AoO? Here comes his attack, then.
  
  Attack:
   (1d20+10)[ 25 ] 
  Damage:
   (1d4+7)[ 8 ] 
conversations: Adumbration:
conversations: human
conversations:  Well it is a Standard action to drink the potion, so basically switch their order. Doesn't matter, because both hit..
  
  And it is your turn again.
conversations: Sliver:
conversations: human
conversations:  Roger.
  
  Attack:
   (1d20+10)[ 16 ] 
  Damage:
   (1d4+7)[ 10 ] 
conversations: Adumbration:
conversations: human
conversations:  Miss.
  
  It tries to slice you.
  
   (1d20+6)[ 14 ] 
   (1d6+2)[ 5 ] 
  
  It drops. Masterworked studded leather, masterworked scimitar, 150xp.
conversations: Sliver:
conversations: human
conversations:  All right, Swift will continue his methodical exploration.
conversations: Adumbration:
conversations: human
conversations:  You trigger an acid trap in the hall.
  
   (1d20+8)[ 10 ] 
   (1d3)[ 3 ] 
  
  The next room:
  
  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_
  1||||
  2||C|C|
  3||C|C|
  4||C|C|
  5||||[/table]
  The room contains a large chest with a note attached to it’s latch.
   
conversations: Sliver:
conversations: human
conversations:  Swift opens the chest carefully, looting it's contents before moving on.
  
  EDIT: Takes 3 damage from the trap, by the way.
conversations: Adumbration:
conversations: human
conversations:  5 platinum pieces. Will continue in about 5-10 min.
conversations: Sliver:
conversations: human
conversations:  Room 11. Note that you can't enter the room to the north of that one without opening doors to your right as well..
  
  As you open the door, acid flows towards you in a stream.
  
   (3d4)[ 4 ]  DC14 reflex for half.
  
  Initiative:  (1d20+3)[ 23 ] 
conversations: Sliver:
conversations: human
conversations:  Reflex save:
   (1d20+9)[ 18 ] 
  
  Initiative:
   (1d20+8)[ 13 ] 
conversations: Adumbration:
conversations: human
conversations:  It goes to hit!
  
   (1d20+1)[ 16 ] 
   (1d4)[ 1 ] 
conversations: Sliver:
conversations: human
conversations:  Swift takes 1 damage, due to being flat-footed.
  
  To make up for that, he lunges forward with a burning blade. And a shadowy sword.
  
  Attack:
   (1d20+10)[ 12 ] 
   (1d20+10)[ 17 ] 
conversations: Adumbration:
conversations: human
conversations:  I choose the higher check, forfeiting cold bonus damage.
  
  Damage:
   (1d4+7)[ 9 ] + (1d6+1)[ 4 ] fire.
  
  Any description on "it"?
conversations: Adumbration:
conversations: human
conversations:  Oh right.. 😳
  
  A metallic bug, dog sized. Glass eyes all over the body. Pincers attack.
  
   (1d20+1)[ 5 ] 
   (1d4)[ 1 ] 
   (1d20+1)[ 17 ] 
   (1d4)[ 3 ] 
conversations: Sliver:
conversations: human
conversations:  It misses.
  
  Swift attempts a two-pronged attack of his own, a WOLF FANG STRIKE!!!!!
  
  Attack #1:
   (1d20+8)[ 16 ] 
  Damage #1:
   (1d4+7)[ 9 ] 
  
  Attack #2:
   (1d20+8)[ 26 ] 
  Damage #2:
   (1d4+7)[ 9 ] 
conversations: Adumbration:
conversations: human
conversations:  You trash it. 150xp.
  
  Remember, can't reach room to the north with same procedure..
conversations: Sliver:
conversations: human
conversations:  Oh, all right, I'll visit the room. Happy now? 😛
conversations: Adumbration:
conversations: human
conversations:  Wait one second. Before he goes, Swift uses a potion of faith healing.
  
  EDIT: All right, going in at full hitpoints.
conversations: Adumbration:
conversations: human
conversations:  😁
  
  Opening the door reveals the following:
  
  {table]|A_|B_|C_|D_
  1|||1|
  2||||2
  3||3||[/table]
  
  Door at A3 west. There are 3 squirrel like creatures hanging from the walls at 5, 10 and 15 elevation (5*their number).
  
   (1d20+3)[ 23 ] 
   (1d20+3)[ 19 ] 
   (1d20+3)[ 10 ] 
conversations: Sliver:
conversations: human
conversations:  Initiative:
   (1d20+8)[ 21 ] 
conversations: Adumbration:
conversations: human
conversations:  The room is filled with darkness! Your turn.
conversations: Sliver:
conversations: human
conversations:  Swift takes a step back from the doorway, readying an action to attack the first poor bugger to come out.
  
  He is 5 feet north of the A3, outside.
  
  Readied attack (rolled for quickness' sake): 
   Spoiler 
  
  Attack #1:
   (1d20+10)[ 27 ] 
  Damage #1:
   (1d4+7)[ 11 ] 
   
conversations: Adumbration:
conversations: human
conversations:  Nothing happens this turn.
conversations: Sliver:
conversations: human
conversations:  Swift continues his readied action. He also hides as a move action.  (1d20+15)[ 21 ] . (Using the cover brought by the doorway and the natural darkness.)
conversations: Adumbration:
conversations: human
conversations:  These things need to eat ya know?
  
  Nothing happens. How long are you waiting like that?
conversations: Sliver:
conversations: human
conversations:  Until the magical darkness disappears. If it doesn't disappear within an hour, Swift will get bored, close the door and leave them alone, following the walls, wandering towards south until he encounters the first unvisited room.
conversations: Adumbration:
conversations: human
conversations:  After 30min (minus the rounds you waited already) it disappears.
conversations: Sliver:
conversations: human
conversations:  He takes a look inside.
conversations: Adumbration:
conversations: human
conversations:  There are squirrels. They look at you, waiting.
conversations: Sliver:
conversations: human
conversations:  Oh for kermit's sake...
  
  Swift moves to attack #1.
  
  Attack:
   (1d20+10)[ 12 ] 
  Damage:
   (1d4+7)[ 9 ] 
conversations: Adumbration:
conversations: human
conversations:  As you step into the room, the darkness returns..
  
  You suffer  (1d6)[ 2 ]  damage and make a fort save. It is chilly.
  
  Also, you miss.
  
  The other 2 squirrels appear randomly and strike at you before disappearing.
  
   (1d20+6)[ 16 ] 
   (1d20+6)[ 14 ] 
  
  They deal 1 damage on a hit.
  
  Listen check every round (as a no-action) to pinpoint. Can repeat as move action.
conversations: Sliver:
conversations: human
conversations:  "Bloody squirrels..." Swift mutters, withdrawing from the room.
  
  Fort save:
   (1d20+3)[ 12 ] 
conversations: Adumbration:
conversations: human
conversations:  You take 1 point of strength damage.
  
  You are outside the room I guess.
conversations: Sliver:
conversations: human
conversations:  The squirrels appear in the hall at 5, 10 and 15ft above ground.
conversations: Sliver:
conversations: human
conversations:  Swift lunges at the squirrel at 5-feet high, using both of his swords. (Wolf fang strike). Let me know if I need to tumble to get to it.
  
   (1d20+8)[ 9 ] 
   (1d4+7)[ 9 ] 
   (1d20+8)[ 10 ] 
   (1d4+7)[ 8 ] 
conversations: Adumbration:
conversations: human
conversations:  You miss. one of the squirrels does something. Darkness is around you.
  
   (1d6)[ 2 ]  damage. Fort save. DC13. Save or 1 strength damage.
  
  The squirrels strike again and vanish.
  
   (1d20+6)[ 19 ] 
   (1d20+6)[ 7 ] 
conversations: Sliver:
conversations: human
conversations:  I'll have to sleep on this. Will be back tomorrow with a new, dazzling tactic! 😉
conversations: Adumbration:
conversations: human
conversations:  Currently at 5 HP, with 1-2 strength damage (depending on the next roll): Fort save  (1d20+3)[ 15 ] .
  
  Swift curses the buggers and flees north, taking the turn to the east. (2 move actions.) 60 feet of movement. End of turn.
conversations: Adumbration:
conversations: human
conversations:  You aren't being followed.
  
  (Note, I can't update more at the moment. Will return for a hour or two.. In about 2 hours)
conversations: Sliver:
conversations: human
conversations:  If they don't follow, Swift will circle around to the vending machines to buy 2 potions of Faith healing. He'll use one, too.
  
  Then he'll head south, in search of new, yet unsearched rooms. (I can't remember where I stopped following the wall...)
conversations: Adumbration:
conversations: human
conversations:  I'm sorry but I'm kinda out of it for today so we will have to continue this some other time, OK?
conversations: Sliver:
conversations: human
conversations:  Originally Posted by Sliver 
   I'm sorry but I'm kinda out of it for today so we will have to continue this some other time, OK? 
   
  
  Sure thing.
conversations: Adumbration:
conversations: human
conversations:  Along the way you trigger an acid trap   touch attack against FF AC  - (1d20+8)[ 23 ]   (1d3)[ 3 ]  and find a large blue note card hanging from the wall. You reach room 4.
  
  Opening the door reveals the following room:
   
   Spoiler 
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3||||1|
  4|||||
  5||||| [/table]
  There is a door at B5, and another at B1, which you are just outside of. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
  Initiative: (1d20)[ 1 ] 
   
conversations: Sliver:
conversations: human
conversations:  Initiative:
   (1d20+8)[ 9 ] 
  
  The trap deals 3 damage, leaving Swift with 7 hp.
conversations: Adumbration:
conversations: human
conversations:  Lighting his swords on fire, Swift moves up and stabs with both of his blades. (Wolf fang strike + Burning blade).
  
  Attack #1:
   (1d20+8)[ 13 ] 
  Damage #1:
   (1d4+7)[ 10 ] + (1d6+1)[ 6 ]  fire.
  
  Attack #2:
   (1d20+8)[ 12 ] 
  Damage #2:
   (1d4+7)[ 11 ] + (1d6+1)[ 2 ]  fire.
  
  EDIT: Against his FF AC.
conversations: Adumbration:
conversations: human
conversations:  Your attacks glance off his armor, he seems to focus on you and thrust the Ripper forward.
  
   (1d20+5)[ 19 ] 
   (2d6+6)[ 13 ] 
conversations: Sliver:
conversations: human
conversations:  Now that's just plain bad luck. Swift is dead. 😛
  
  I don't think there's anything I could've done to prevent that, apart from what I did. If even one of my attacks had hit, there would've been a good chance of one-hitting the bastard. But the dice gods decided otherwise.
conversations: Adumbration: