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: Tyndmyr: You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.
conversations.from: human
conversations.value: Vexxation: Bar the west and southern walls. North is friendlier.
  Try to quietly open the door, and probably fail.
   
   Spoiler 
  Hide:  (1d20-6)[ 13 ] 
  MS:  (1d20-6)[ 2 ] 
   
conversations.from: human
conversations.value: Tyndmyr: That door is apparently quite squeaky. You're not the first adventurer to do that. =)
  
  You peer inside a 10ft wide room, 30 ft long, with another wooden door on the far side. In the room is four kobolds(F1, E1, E2, C2) around a small fire flickering on the floor(D2). All of them apparently just heard you, and are raising their weapons(three closest are using spears, furthest has a sling).
  
  Init from top to bottom:
   (1d20+1)[ 5 ] 
   (1d20+1)[ 19 ] 
   (1d20+1)[ 17 ] 
   (1d20+1)[ 5 ] 
   