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 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.from: human
conversations.value: userpay: I'll move to and open the door.
conversations.from: human
conversations.value: Tanaric: Opening the door reveals an unlit hallway running to the south and east. To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.
  
  To the east, it runs beyond the range of your darkvision. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall. After sixty feet, it splits to the north and south.
  
  Note that all distances are relative to your current position.
conversations.from: human
conversations.value: userpay: I head to that door I can see. If I detect a trap (ie dwarfs stonecunning thing) then stop.
conversations.from: human
conversations.value: Tanaric: Spoiler 
   (1d20+7)[ 19 ]   Whitetext. 
   
  
  
  You walk east toward the door. As you pass the split to the north and south, you see that it continues to the north for twenty feet before turning east, or to the south for twenty feet before turning west. Fifteen feet to the south, there is a door on the east face of the hall.
  
  Ten feet beyond the split, the floor falls out beneath your feet. Reflex save.
conversations.from: human
conversations.value: userpay: Well then
   (1d20+5)[ 17 ] 
conversations.from: human
conversations.value: Tanaric: You pass. Which side of the pit do you want to end up on?
conversations.from: human
conversations.value: userpay: far side preferably, in the direction i was heading.
conversations.from: human
conversations.value: Tanaric: In that case, I assume you continue on to the door. You reach it without further issue.
conversations.from: human
conversations.value: userpay: Search the door twice for traps.
   (1d20+7)[ 13 ] 
   (1d20+7)[ 13 ] 
  And open if no traps/don't detect any.
conversations.from: human
conversations.value: userpay: *Twidles thumbs*
conversations.from: human
conversations.value: Tanaric: Sorry, been a little busy.
  
  No traps on the door that you can detect.
  
  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 B-1, and another at B-5, which you are just outside of.
  
  There is an orc inside the room, garbed in chainmail and wielding a two-handed spear with a serrated, stabbing head. He has a javelin strapped to his side. He stops his chanting as soon as he sees you, readying his spear to attack.
  
  Initiative:  (1d20+2)[ 8 ] 
   
conversations.from: human
conversations.value: userpay: init then  (1d20+3)[ 20 ] 
conversations.from: human
conversations.value: userpay: I mind thrust him spending an extra power point.
   (2d10)[ 17 ] 
  DC will save 15
conversations.from: human
conversations.value: Tanaric: Unless I'm missing something incredibly obvious, you don't have a means of bypassing the 1PP/Manifester Level cap on manifesting powers. If you do, point it out.
conversations.from: human
conversations.value: userpay: Oh right forgot about that, ill reroll then.
   (1d10)[ 4 ] 
  DC will 14
conversations.from: human
conversations.value: Tanaric: Will:  (1d20)[ 19 ] 
  
  Doing anything with your move action, or is your turn done?
conversations.from: human
conversations.value: userpay: Turn done.
conversations.from: human
conversations.value: Tanaric: He charges to B-5 and stabs at you.
  
   (1d20+7)[ 24 ]  for  (2d6+6)[ 15 ]  damage.
conversations.from: human
conversations.value: userpay: Ouch, that kills me. Large spear I take it?
conversations.from: human
conversations.value: Tanaric: A ripper, actually. Planar handbook.
conversations.from: human
conversations.value: userpay: Crafty an't ye? Well I guess I'll do up a ToB guy here soon.