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 fairly spacious 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, two torches are already lit, one hanging by each of the doors presumably leading out of the room.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1||||||||
  2||||||||
  3||||||||
  4|||A|||||
  5||||||||
  6||||||||[/table]
  
  There is a door at G-3, and another at F-6.
   
  
  
  DM notes: 
   Spoiler 
  3, 9, 4
   
conversations.from: human
conversations.value: Nehh: Okay. Take out 10ft pole and poke the door at F–6.
  Let me guess, sparks? Though you might just have decided to be nasty and given me a Door of Annihilation... but I think you won't.
conversations.from: human
conversations.value: Tanaric: Indeed. The door gives off the usual flash of bright blue light.
  
  What next?
conversations.from: human
conversations.value: Nehh: Okay, I'll open the now burnt out door. Then I will, taking the torch, proceed along the corridoor, using the 10ft pole pushed in front of me to check for tripwires. I'll stop as soon as I see a turnoff.
  
  Note: Does that actually make any sense?
conversations.from: human
conversations.value: Tanaric: Opening the door reveals a hall running to the south for fifty feet before turning east. Twenty feet down, there is a door on the eastern face of the hall. Thirty feet down, the hall splits west.
conversations.from: human
conversations.value: Nehh: Okay. I'll walk 20ft to the door, checking for traps with my pole.
conversations.from: human
conversations.value: Tanaric: You find a tripwire five feet outside the door, which you can step over easily. Which languages do you speak?
conversations.from: human
conversations.value: Nehh: I speak Common, Elvish, Gnome, Celestial and Sylvan.
conversations.from: human
conversations.value: Tanaric: Outside the door, you hear muted conversation in a language you don't speak.
conversations.from: human
conversations.value: Nehh: Anything special about the door?
  Search:  (1d20+7)[ 13 ] 
conversations.from: human
conversations.value: Tanaric: You don't see anything out of the ordinary.
conversations.from: human
conversations.value: Nehh: Okay. I'll get the shortbow and open the door.
conversations.from: human
conversations.value: Tanaric: Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_
  1|||||||
  2|||||3||
  3||1|||||
  4|||2|||4|
  5|||||||
  [/table]
  
  There is a door at B-1, another at A-4, which you are just outside of, and a third at F-5, south side.
  
  There are four kobolds in the room, all looking at you in surprise. Two (1, 2) are holding spears, while the others are holding loaded slings.
  
  Roll initiative.
  
   (1d20+1)[ 20 ] 
   (1d20+1)[ 5 ] 
   (1d20+1)[ 20 ] 
   (1d20+1)[ 16 ] 
   
conversations.from: human
conversations.value: Nehh: This... could be dangerous.
  
   (1d20+3)[ 18 ] 
conversations.from: human
conversations.value: Nehh: Okay, I lose. Two kobolds get to attack.
  
  Which two kobolds got better initiative than me? Do they have slings or spears?
conversations.from: human
conversations.value: Tanaric: The initiative is in numerical order.
  
  Reroll for kobold tie:  (1d20)[ 18 ]   (1d20)[ 12 ] 
  
  1 goes first, then 3. Turn coming later.
conversations.from: human
conversations.value: Tanaric: Kobold 1 delays until right after kobold 3.
  
  Kobold 3 slings a stone at you.  (1d20+3)[ 8 ]  vs flatfooted AC, for  (1d3-1)[ 1 ]  damage, minimum 1.
  
  Kobold 1 then advances and tries to stab you.  (1d20-1)[ 16 ]  vs flatfooted AC for  (1d6-1)[ 5 ] , minimum 1.