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: Demons_eye: "Well well well, not in greyhawk anymore are we"  Dominic says to the wolfs.  "Spread out and look for an exit" 
   
   Spoiler 
  
  Sorry just found out game started
  
  search spots and listens
  
  Dominic
   (1d20+7)[ 22 ]  Listen
   (1d20+7)[ 27 ]  Spot
   (1d20+2)[ 17 ]  Search
  
  Wolfy
   (1d20+3)[ 9 ]  Listen
   (1d20+3)[ 13 ]  Spot
   (1d20-4)[ 11 ]  Search
  
  Lupin
   (1d20+3)[ 7 ]  Listen
   (1d20+3)[ 21 ]  Spot
   (1d20-4)[ 4 ]  Search
   
conversations.from: human
conversations.value: term1nally s1ck: You find and hear nothing that wasn't already mentioned.
conversations.from: human
conversations.value: Demons_eye: Dominic heads for the door and opens it at c4.
conversations.from: human
conversations.value: Sohala: Hello, I will be taking over your  repeated series of deaths as you maneuver through a labyrinth of winding tunnels filled with beheading traps, pits of acid, random falling boulders  first floor of NED. 😁
  
  Fort save please. If you would like, you can layout any standard actions you will be performing as you go along, particular way to search, travel order, etc.
  
  As you touch the door, a cold wave of uneasiness passes over you, causing your skin crawl and sapping what little hope you had, the torch in the room flickers and almost goes out, to confirm it was more than just your imagination.
  
  When you open the door, pressurized air hisses into the room, making the dust in the room fly. After the dust settles down again, you can see that there is a passage that heads to the east (left) and south (straight). With the light from the torch you can see only a few feet, after which is total darkness.
  
  You are able to tell that the passages are 5ft wide and appear to be the same height as the room (20ft).