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 fairly spacious 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, two torches are already lit, one hanging by each of the doors presumably leading out of the room.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1||||||||
  2||||||||
  3||||||||
  4|||C|||||
  5||||||||
  6||||||||[/table]
  
  There is a door at G-3, and another at F-6.
   
  
  
  DM notes: 
   Spoiler 
  3, 20, 12
   
conversations.from: human
conversations.value: Demons_eye: The Burly man wakes as he looks around he slowly searches the area waiting for an enemy to jump out. He spins his blade in his hand as he heads for one of the torches (If there is a left one he goes there) and moves ever vigilant.
conversations.from: human
conversations.value: Tanaric: There's a torch by each of the doors in the room. One on the east side (G-3), another at the south (F-6).
  
  Which one did you want?
conversations.from: human
conversations.value: Demons_eye: G-3 would be nice
conversations.from: human
conversations.value: Tanaric: There's nothing immediately obviously wrong with the torch. It seems to be completely ordinary as far as you can tell, as does the door.
  
  Then again, you haven't done a detailed search yet.
conversations.from: human
conversations.value: Demons_eye: Curser is that cocky and will go with out search checks for now
conversations.from: human
conversations.value: Tanaric: Okay. Are you taking the torch or opening the door at G-3, or did you just want a look?
conversations.from: human
conversations.value: Demons_eye: Grab the torch and move on
conversations.from: human
conversations.value: Tanaric: As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.
  
  The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.
  
   
   Spoiler 
  You take 1 point of electric damage.
   
conversations.from: human
conversations.value: Demons_eye: "Trouble some." Curser says He walks over to the other door and inspcets it before trying to open it.
  
  OoC: Taking 20
conversations.from: human
conversations.value: Tanaric: Do you have trapfinding?
conversations.from: human
conversations.value: Demons_eye: Nope I do not as far as I know
conversations.from: human
conversations.value: Tanaric: You don't find anything.
conversations.from: human
conversations.value: Demons_eye: I head on into the most likely trapped door.
conversations.from: human
conversations.value: Tanaric: Quite so.
  
  As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.
  
  The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.
  
   
   Spoiler 
  You take 1 point of electric damage.
   
conversations.from: human
conversations.value: Demons_eye: "What to do what to do...?" Curser think to himself. He thinks for a bit befor tring the old fashion way of "slash it with the slashy end"
conversations.from: human
conversations.value: Tanaric: Kay.
  
  The wires fall away. 😛
conversations.from: human
conversations.value: Demons_eye: He walk into the door and looks at whats there.
  
  
  OoC: Hmmm That was too easy.
conversations.from: human
conversations.value: Tanaric: Opening the door reveals a hall running to the north and south. To the north, it runs for thirty feet before teeing to the east and west. To the south, it runs for twenty feet before turning east.
  
  Fifteen feet to the north, there is a door on the east side of the hall.
  
  Ten feet to the south, the hall splits east.
conversations.from: human
conversations.value: Demons_eye: Curser will venture to the door 15 feet north
conversations.from: human
conversations.value: Tanaric: Five feet to the north of the door you left, you trip over a tripwire. The sound of stone grinding on stone fills the air.
conversations.from: human
conversations.value: Demons_eye: Curser looks around and jumps back outside the door
conversations.from: human
conversations.value: Tanaric: You don't see anything special. The sound continues for perhaps a minute before fading away.
conversations.from: human
conversations.value: Demons_eye: Curser goes back in but this time he lifts his feet when he coems to the trip wire.
conversations.from: human
conversations.value: Tanaric: 'kay. What next?
conversations.from: human
conversations.value: Demons_eye: Good question! He searches the room and failing to find some thing he leaves and continues down the hall
conversations.from: human
conversations.value: Tanaric: Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_
  1|||||
  2|||||
  3|||R|R|
  4|||R|R|
  5|||H||
  6|||||
  7|||||[/table]
  
  There is a door at A-3, which you are standing just outside of, another at D-1 on the north side, and a third at D-7, on the south side. There is a humanoid figure at C-5, wearing a chain shirt and holding a longsword. He is standing next to what seems to be a large reptile with bright green scales and a forked tongue that flickers in and out of its gaping maw.
   
conversations.from: human
conversations.value: Demons_eye: "Hmmm"  Curser hums  " Might you be a friend?" 
   (1d20)[ 3 ]  Init if needed
conversations.from: human
conversations.value: Tanaric: The man shakes his head vehemently and gestures for you to leave.
conversations.from: human
conversations.value: Demons_eye: "Shall we dance then?"  Curser asks as he charges the man using his curse ability one the lizard and his battle curse on the man.
  
   
   Spoiler 
  
  Using curse for a will save DC 14 and giving up a 0 level spell for Battle curse for DC 12; -2 penalty on attack rolls, saying throws, ability checks, skill checks, and weapon damage rolls for 1 hour/minute
  
  Battle curse only if I hit
  
   (1d20+7)[ 27 ]  Attack
   (2d4+5)[ 10 ]  Damage
   
conversations.from: human
conversations.value: Demons_eye: Spoiler 
  
  Cirt!
  
   (1d20+7)[ 14 ]  Attack to confirm
   (6d4+15)[ 25 ]  Damage
   
conversations.from: human
conversations.value: Tanaric: First things first, initiative:  (1d20+2)[ 16 ]   (1d20)[ 15 ] 
  
  Blinding colors wash over you. Make a will save.
conversations.from: human
conversations.value: Demons_eye: 🤨 I roll init before and though I was acting on my turn. Would have been nice to know that thank you but it looks as if I am dead.
  
   (1d20)[ 14 ] 
conversations.from: human
conversations.value: Tanaric: You pass. You also notice that the reptile has disappeared. Does that change anything you would have done?
conversations.from: human
conversations.value: Demons_eye: No White space 
conversations.from: human
conversations.value: Tanaric: Your hit renders the man unconscious. Assuming you CDG him, that's 150 xp, the gear mentioned on his body, and 36 gp, 20 sp.
conversations.from: human
conversations.value: Demons_eye: I will do that then take the body after looting it and throw it at the door (D-1) to see if any traps start up. If not I will open the door.
conversations.from: human
conversations.value: Tanaric: Nothing happens when you throw the body.
  
  Opening the door reveals a hall running to the north and west. To the north, it runs for forty feet before turning west. There is a door on the west side of the hall after ten feet.
  
  To the west, it runs for thirty feet before turning south. After ten feet, there is a door on the north side of the hall, and it splits south after twenty.
conversations.from: human
conversations.value: Demons_eye: Curser will head north and take the door.
conversations.from: human
conversations.value: Tanaric: Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1|s||||||
  2|||||||
  3||||x|||
  4|||||||
  5|||||||
  6||v|v|v|||
  [/table]
  
  There is a door at G-5, which you are just outside of, another at F-1, another at F-6, and another at A-5.
  
  There is a chest in the middle of the floor, a statue in the far corner, and a row of vases on stands along the southern wall.
   