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: NeverEnding DM: 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: sofawall: I move to C4, and search both the door and the sconce.
  
  Search Door:  (1d20+9)[ 25 ] 
  Search Sconce:  (1d20+9)[ 12 ] 
  
  Notes:
   
   Spoiler 
  Hp 15/15
  AC 18
  Spiked Chain: +4, 2d4-1
  Steely Strike: +4 attack, +4 attack against me [Prepared]
  Stone Bones: Dr 5/adamantine [Prepared]
  Steel Wind: Attack two targets [Prepared]
  Punishing Stance: -2 ac, +1d6 damage
   
conversations.from: human
conversations.value: term1nally s1ck: You definitely find the door, and the sconce is indeed there too.
  
  You don't think either of them will kill you.
  
  Thelas is indisposed right now, so while he gets back to normal, I have your thread at my mercy. 😏
conversations.from: human
conversations.value: sofawall: Am I able to open the door with a readied action to smack anything living on the open side that is within reach? If so, I do so. If not, I merely open the door.
  
  Before doing either, I draw my spiked chain and enter Punishing Stance.
  
  Notes:
   
   Spoiler 
  Hp 15/15
  AC 16
  Spiked Chain: +4, 2d4+1d6-1
  Steely Strike: +4 attack, +4 attack against me [Prepared]
  Stone Bones: Dr 5/adamantine [Prepared]
  Steel Wind: Attack two targets [Prepared]
  Punishing Stance: -2 ac, +1d6 damage [Activated]
   
conversations.from: human
conversations.value: term1nally s1ck: Readied actions cannot be taken outside of combat.
  
  Even without that, you can't take any action while holding a readied action, or you lose it.
  
  To the south, the corridor ends in a T-junction after 30', with a split east after 20'.
  
  To the east, the corridor splits north/south after 10', and there's a door north after 30'. The corridor goes on further than your light reaches.
conversations.from: human
conversations.value: sofawall: I go east and peer south, away from the door, into the gloom.Do I see anything, perhaps a passage ~15 ft. down the heads west, looking as though it may link up with the one heading east from the south tunnel?
conversations.from: human
conversations.value: term1nally s1ck: I had assumed you stepped out the door, so the turning is 20' south.
  
  There's also a door east after 15' to your south.
  
  To the north, the corridor turns east after 20'.
  
     
  
  Uploaded with  ImageShack.us 
conversations.from: human
conversations.value: sofawall: Ok, I'll explore the north/east passage. Poke my head around the corner.
conversations.from: human
conversations.value: term1nally s1ck: You head 10' east, 10' north, and find yourself in an east/west corridor.
  
  West, the corridor ends in a turning north after 30', with another after 20'.
  
  East, there's a door south after 30', a turning north after 20', and the corridor seems to go on further than your light reaches.
conversations.from: human
conversations.value: sofawall: Imma head east and explore the first passage, the northern one.
conversations.from: human
conversations.value: term1nally s1ck: After 10', the floor starts to crumble from under you. Reflex save to avoid falling.
conversations.from: human
conversations.value: sofawall: Reflex Save:  (1d20+5)[ 24 ] 
  
  And climbing out on other side. Now taking  10 20 to search everyfreakinwhere. But still continuing onwards to northern passage.
conversations.from: human
conversations.value: term1nally s1ck: The northern corridor leads to a door north after 10'.
  
  The corridor also turns east at that point, and after 10' turns north again.
  
  There's a large red notecard on the eastern wall at that turning.
conversations.from: human
conversations.value: sofawall: I pick up the paper (averting my eyes, not looking at it at all) and put it in my sack. I then continue along that passage, not through the door.
conversations.from: human
conversations.value: term1nally s1ck: 20' north, you see a T-junction 10' north.
  
  To the east from where you stand, you see a door south after 25', and a turning south after 30'.
  
  There's a red and white painted bullseye on the floor outside the door.
  
  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. There are doors at C5, D2 and D1 north.
   
conversations.from: human
conversations.value: term1nally s1ck: Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||L||
  4|||||
  5|||||[/table]
  There are doors at A5 south and E1 north.
  In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
  Initiative:  (1d20+1)[ 20 ] 
   
conversations.from: human
conversations.value: sofawall: Init:  (1d20+3)[ 12 ] 
  Relevant Knowledge:  (1d20+8)[ 9 ] 
  Spellcraft (1d20+8)[ 26 ] 
conversations.from: human
conversations.value: term1nally s1ck: It breathes fire at you:
  
   (d6)[ 2 ]  fire damage, halved, and halved again on a ref save. Minimum 1, and entangled for  (d4)[ 3 ]  rounds.
  
  Ref save:
   (d20+5)[ 22 ]  Pass, but irellevant.
conversations.from: human
conversations.value: sofawall: Move 10 ft south, to be adjacent to noob.
  
  Attack using Steely Strike:  (1d20+4)[ 13 ] 
  Damage:  (2d4-1)[ 5 ] + (1d6)[ 3 ] 
conversations.from: human
conversations.value: term1nally s1ck: (d6)[ 2 ]  ongoing fire damage.
  
  He 5' steps away, and breathes fire at you.
  
   (d6)[ 2 ]  fire damage, reflex halves.
conversations.from: human
conversations.value: sofawall: Reflex:  (1d20+5)[ 6 ] 
  Attack, recover maneuvers:  (1d20)[ 3 ] 
  Damage  (2d4-1)[ 4 ] + (1d6)[ 5 ] 
  
  HP 10
conversations.from: human
conversations.value: term1nally s1ck: (d6)[ 6 ]  damage.
   (d6)[ 6 ]  damage, ref halves.
  
   (d20+4)[ 18 ]  ref.
conversations.from: human
conversations.value: sofawall: loldead. Do over.
  
  Init: (1d20+3)[ 12 ] 
conversations.from: human
conversations.value: term1nally s1ck: Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||L||
  4|||||
  5|||||[/table]
  There are doors at A5 south and E1 north.
  In the room there is an ugly looking, blue scaled, lizard thing with fire in it's mouth!
  Initiative:  (1d20+1)[ 9 ] 
   
conversations.from: human
conversations.value: sofawall: lol broken roll.
conversations.from: human
conversations.value: sofawall: Knowledge:  (1d20+8)[ 22 ] 
  Attack, 1 inspiration point to damage, 1 point to damage, steely strike  (1d20+12)[ 29 ] 
  Damage:  (2d4+3)[ 10 ] + (1d6)[ 2 ] .
  
  This is from adjacent, by the way.
  
  lolhedead. RNG decided that one.
conversations.from: human
conversations.value: term1nally s1ck: Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_
  1||||||
  2||||||
  3||||1||
  4||||||[/table]
  There are doors at A3 and F4 south.
  In the room is a gray wrinkled humanoid, crawling low with claws extending from it's hands.
  Initiative:  (1d20)[ 1 ] 
   
conversations.from: human
conversations.value: sofawall: Knowledge:  (1d20+8)[ 24 ] 
  Attack, inspiration point, steely strike:  (1d20+12)[ 17 ] 
  Damage, inspiration point:  (2d4+3)[ 11 ] + (1d6)[ 5 ] 
  
  AC 16, enemy gets +4 attack against me.
conversations.from: human
conversations.value: term1nally s1ck: 5' step in, it claws at you.
  
   (d20+5)[ 7 ]  for  (d4+2)[ 6 ] 
   (d20+5)[ 6 ]  for  (d4+2)[ 3 ] 
conversations.from: human
conversations.value: sofawall: Stone Bones, attack:  (1d20+4)[ 10 ] 
  Damage: [roll]2d4-1]+ (1d6)[ 1 ] 
conversations.from: human
conversations.value: term1nally s1ck: It attacks more.
  
   (d20+5)[ 9 ]  for  (d4+2)[ 6 ] 
   (d20+5)[ 25 ]  for  (d4+2)[ 5 ]  
  
  NVM it dies lol.
conversations.from: human
conversations.value: term1nally s1ck: (d20+5)[ 24 ]  for  (d4+2)[ 3 ] 
conversations.from: human
conversations.value: term1nally s1ck: Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||||
  4||||B|H[/table]
  There is a door at A-2, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
  Initiative: (1d20+2)[ 13 ] 
   
conversations.from: human
conversations.value: sofawall: Initiative:  (1d20+3)[ 16 ] 
  Knowledge (Freaky Dog):  (1d20+8)[ 21 ] 
conversations.from: human
conversations.value: sofawall: Attack, Steel Wind, Human, Inspiration Point:  (1d20+8)[ 21 ] 
  Damage, Human, Inspiration Point:  (2d4+3)[ 9 ] + (1d6)[ 2 ] 
  
  Attack, Steel Wind, Yowler:  (1d20+4)[ 9 ] 
  Damage, Yowler:  (2d4-1)[ 3 ] + (1d6)[ 2 ] 
conversations.from: human
conversations.value: sofawall: Will, Inspiration Point:  (1d20+2)[ 12 ] 
  Will, Inspiration Point:  (1d20+2)[ 5 ] 
conversations.from: human
conversations.value: term1nally s1ck: Acid Trap:  (d20+8)[ 18 ]  v flatfooted touch for  (d3)[ 3 ]  acid damage.
conversations.from: human
conversations.value: sofawall: Init:  (1d20+4)[ 6 ] 
  Know:  (1d20+8)[ 23 ] 
conversations.from: human
conversations.value: term1nally s1ck: (d20+3)[ 18 ]  init.
  
   (d5-1)[ 1 ] 
conversations.from: human
conversations.value: sofawall: Attack:  (1d20-2)[ 9 ] 
  Damage:  (1d8-1)[ 6 ] 
conversations.from: human
conversations.value: sofawall: Initiative:  (1d20+3)[ 7 ] 
conversations.from: human
conversations.value: term1nally s1ck: (d20+3)[ 8 ] 
  
  If it goes 1st,  (3d4)[ 8 ]  acid damage, reflex halves.
conversations.from: human
conversations.value: sofawall: Reflex:  (1d20+5)[ 11 ] 
  Attack, Steely Strke, Inspiration:  (1d20+12)[ 16 ] 
  Damage, Inspiration:  (2d4+3)[ 7 ] + (1d6)[ 5 ] 
conversations.from: human
conversations.value: term1nally s1ck: it steps in closer, and attacks:
  
   (d20+1)[ 15 ]  for  (d4)[ 1 ] 
   (d20+1)[ 21 ]  for  (d4)[ 1 ] 
conversations.from: human
conversations.value: sofawall: Attack, stone bones:  (1d20+4)[ 24 ] 
  Damage:  (2d4-1)[ 3 ] + (1d6)[ 3 ] 
conversations.from: human
conversations.value: term1nally s1ck: (d20+1)[ 17 ]  for  (d4)[ 4 ] 
conversations.from: human
conversations.value: sofawall: 2 hp left, battle won.
conversations.from: human
conversations.value: term1nally s1ck: Making a move?