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: term1nally s1ck: 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: Chess435: Posting sheet for my convienence:  Sheet 
  
  Shaking off the disorientation, Captian Falcon will pull out his 10-foot pole and everburning torch, one in each hand, and examine the door, without actually touching it. (Alas, I lack trapfinding, so I'll have to do things the hard way.)
conversations.from: human
conversations.value: Chess435: Hello? Anyone home?
conversations.from: human
conversations.value: term1nally s1ck: Sorry, delays again.
  
  The door is made of lead, set on rollers that make it slide easily into the wall.
  
  It seems fairly thick. You suspect sound would not pass through very easily.
conversations.from: human
conversations.value: Chess435: I will cautiously open the door.
conversations.from: human
conversations.value: Deadlykire: As you open the door and peer out into the hallway. It goes south and east as far as the torch light lets you see. At the very edge of the torchlight in the south hall you can see a branch  that goes to the east.
conversations.from: human
conversations.value: Chess435: Giving the ground to the east a couple pokes, I'll proceed in that direction, poking the ground with my pole every so often and stopping if anything unusual happens.
conversations.from: human
conversations.value: Deadlykire: As you walk down the hall you can see it splits north and south as well as continuing east. As you approach the intersection you tap the ground with your pole and are rewarded with a dart to the face.
  
   (1d20+10)[ 27 ]  AC (vs FF)
   (1d4+1)[ 2 ]  damage
conversations.from: human
conversations.value: Chess435: Ow.
  
  (6/8 HP remaining)
  
  After taking a moment to shake things off, I'll head to the north, continuing to poke the ground ahead of me as I go.
conversations.from: human
conversations.value: Deadlykire: After 20' of traveling north the hall turns east. You follow east for 10' before turning north again. You travel another 10' and find yourself in yet another intersection. This one did not get you slapped with darts! The hall dead ends here so your options are East, West or return going South.
  
  Lights, Camera, Actions!