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: LitheOhm: Three players, sixth level.
  
  Possible three waves of combatants.
  
  Party is aware there are threats.
  
  Recruiting:  http://www.giantitp.com/forums/showt...1#post19572481 
  OOC:  http://www.giantitp.com/forums/showt...4#post19572474 
  Dice:  http://www.giantitp.com/forums/showt...8#post19572518 
conversations.from: human
conversations.value: LitheOhm: You all should have gotten a pm with the map link in it. If not then let me know and I'll send it to you.
  
  Here's a breakdown of the map, although the key at R1:S4 should cover most of it:
  ~The party enters from the top left corner.  Any of the yellow tiles A2:B5 are allowed spaces for your char to be. 
  ~The key for each char is a number right now, but you can change it to your char's name if you'd like. R6:S8 is where that information is found.
  ~To the north of the party (assume compass directions are true for these spreadsheets) is a massive cavern wall. It arcs into ceiling, complete with stalactites, at around thirty feet up.
  ~The wall provides faint green illumination due to glowing fungi and things of that nature. This light ends, for humans, at the gray ledge in the southwest corner of the map.
  ~About that gray ledge, each of those squares marked "dropoff" is just that--the bottom has not been visible yet as a huge blanket of fog tunnels around in it. Not sure how far down the ground is or what's down there.
  ~The bordered-off sections are higher ground, requiring some effort to climb up and down (1 extra square). The one at K3:L3  provides cover  to people if both chars are considered "flanking" the wall (yes if K2,L2 but no if K2,J3).
  ~There are runes on the ground. There are four different, easily-recognizable symbols--reused over and over. These glow a different shade of green than the walls.
  
  So! Things to keep in mind for your chars.
  ~Don't fall off the ledge.
  ~We are in low-light conditions (possibly granting enemies  concealment ).
  ~There are few favorable/unfavorable terrain advantages.
  ~Some weird runes dot the ground.
  
  I think that covers it?
conversations.from: human
conversations.value: Seharvepernfan: "Hmmm."   Aoleth speaks up to break the silence,  "Let's have some light in here."   He mutters the words of a simple spell, causing Rain's shield to glow with light.  Then, another simple spell with no visual effect.
  
   
   Spoiler 
  
  Casting light on our druid's shield, then casting detect magic to have a look at these runes.
  
   Spellcraft:   (1d20+13)[ 25 ] , to discern what these runes are.
   
conversations.from: human
conversations.value: LitheOhm: Aoleth the runes register with a faint aura from the universal school of magic.
  
  Depending on where the druid is placed, the area from A2:E5 is very clearly lit.