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: brakisaurus: Character Sheet: 
   Spoiler 
   Nemec Ger 
   
  
  
  You stand alone in a 5' column of light that seems to be shining down from high above. Surrounding you is only darkness. Your tests have begun; what do you do?
conversations.from: human
conversations.value: industrious: Nemec ignites one of his torches.
conversations.from: human
conversations.value: brakisaurus: As soon as your torch is lit, the column of light from above turns off. The torchlight reveals that you are in an approximately 15' by 15' room carved out of uncut stone. The ceiling above is out of sight. There are no apparent entrances or exits. You are standing in the center of it.
conversations.from: human
conversations.value: industrious: Nemec searches the room thoroughly for anything that might lead out, or anything out of the ordinary.
  
   
   Spoiler 
  
  Taking 20 on Search check  [21] 
   
conversations.from: human
conversations.value: brakisaurus: 2 Will saves
conversations.from: human
conversations.value: industrious: Rolling Will Saves
   (1d20+3)[ 12 ] 
   (1d20+3)[ 5 ] 
conversations.from: human
conversations.value: brakisaurus: Taking your time searching, you don't find anything out of the ordinary. You slump back against the northern wall in despair, and feel an odd protrusion pressing against your back. You spin around, and stare in disbelief at the smooth stone wall. Blinking twice, you can suddenly see through the "stone" and notice a door that gleams silver in the torchlight. There is a handle on this side, which is what you felt jabbing your kidneys a second ago. There is also a keyhole approximately an inch tall.
conversations.from: human
conversations.value: industrious: I test the door, but do not open it, to see if it is locked.
conversations.from: human
conversations.value: brakisaurus: As you grab the handle, you feel a static charge building up.
  
  OOC:
   
   Spoiler 
  
  Make a Reflex save (DC10). If you fail, take 1 point of electricity damage.
   
  
  
  It's locked.
conversations.from: human
conversations.value: industrious: Reflex Save:  (1d20+2)[ 7 ] 
  
  The dread necromancer spends a standard action healing himself via Charnel Touch.
  
  He then ties one end of his rope to the door, steps back 5 ft, and pulls on the other end(with no slack on the rope).
  
  Strength check: (1d20)[ 5 ] 
  
  Having failed that, he takes 20 again to force the door open.
conversations.from: human
conversations.value: brakisaurus: Digging your heels in, remembering the games of Tug-of-War you played with your zombie dog as a youngster at the academy, you have on the rope. Your mighty exertions do not seem to affect the door.
conversations.from: human
conversations.value: industrious: OoC: The door is metal, right?
  
  Seeing how his feeble attempt at strength didn't seem to accomplish anything, Nemec decides to play to his strengths. Touching the door once more, he channels unholy energy into the door.
  
  Using Charnel Touch.
  Damage:  (1d8)[ 7 ] 
conversations.from: human
conversations.value: brakisaurus: OOC:
   
   Spoiler 
  
  From my reading of Charnel Touch, it only damages living creatures or heals undead creatures, but does not affect objects. Am I missing anything?
   
  
  
  It appears to have no effect.
conversations.from: human
conversations.value: industrious: OoC: Was just checking to see if anything would have happened. There isn't any key, and I don't have ranks in Open Lock. Hmmm...And the door is metal...
  
  Taking out a flask of acid, Nemec carefully pours the substance onto the lock mechanism of the door.
  
  Rolling damage if needed:  (1d6)[ 4 ] 
conversations.from: human
conversations.value: brakisaurus: You pour the acid into the lock, and hear a healthy sizzling sound.
conversations.from: human
conversations.value: industrious: Waiting six seconds after he pours the acid, Nemec tries once more to open the door.
conversations.from: human
conversations.value: brakisaurus: ((Assuming you're still using the rope to pull it open? If not, do the Reflex save again))
  
  The door swings open, revealing  
   Spoiler 
  
  ...you'll have to wait, I wasn't expecting anyone to get this open yet! But as I said, I like to reward creativity. Give me a day (maybe less, depending on how my imagination is) to flesh out the encounter.
   
conversations.from: human
conversations.value: industrious: (yeah, still using the rope. And I can wait a day to be the first one to open the door.)
  
  As the door swings open, Nemec takes the time to take the now empty flask, and shred it into thin leather strips.