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, three 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_
  1||||||||
  2||||||||
  3||||||||
  4|||G|||||
  5||||||||
  6||||||||
  7||||||||[/table]
  
  There is a door at B-1, another at A-5, and a third at E-7.
   
  
  
  DM notes: 
   Spoiler 
  6, 12, 3
   
conversations.from: human
conversations.value: Eurus: Tower shield in one hand and ten-foot pole in the other, Gravedigger methodically pokes around the room, probing all of the floor and wall that he can reach. He listens for a moment at each of the doors, before making any decisions about which one to open.
  
    Listen  - (1d20)[ 18 ] 
  
  
  (If a search check is needed, assume that after poking an area with the stick he takes 10, for a grand total of... 10. Yeah,  so  not a skillmonkey.)
conversations.from: human
conversations.value: Tanaric: Are you poking the doors as well?
conversations.from: human
conversations.value: Eurus: Sure, but  after  checking the floor and walls.
conversations.from: human
conversations.value: Tanaric: The floors and walls seem solid. The first door you poke releases a flare of brilliant blue light. When your vision clears, you see a web of burnt wires on the door. Your brilliant searching skills deduce nothing further.
conversations.from: human
conversations.value: Eurus: So neither of the other two doors had such a response? Also, anything for that listen check?
conversations.from: human
conversations.value: Tanaric: I figured I'd give you a chance to change your plans after the first reaction. The other two doors release similar flares of light.
  
  No dice on the listen check.
conversations.from: human
conversations.value: Eurus: Alright. Gravedigger will give the door in B-1 a second poke, just in case. Assuming it doesn't go off again, he will open it. He'll leave his horse in the middle of the room.
conversations.from: human
conversations.value: Tanaric: Opening the door reveals a hall running north for twenty feet before turning west. There's a door on the east side of the bend.
conversations.from: human
conversations.value: Eurus: Alright. Gravedigger closes the door that he just opened, moves to A-5, and opens  that  door.
conversations.from: human
conversations.value: Tanaric: Opening that door reveals a hall running to the north and south. To the north, it runs for five feet before ending in a blank wall. To the south, it runs for fifty-five feet before turning east.
conversations.from: human
conversations.value: Eurus: Gravedigger returns to his horse, and the large barrel of firewood next to it. He carefully tips the barrel over on its side, and rolls it over to the hallway through the door in A-5. A sort of rope harness attaches the rope to the horse, allowing for retrieval in case of an unexpected pit trap or such.
  
  Gravedigger then rolls his "Patented Pressure Plate And Trapdoor Detector" south down the hallway, his horse following as needed to give the rope enough slack without getting too close.
conversations.from: human
conversations.value: Tanaric: Your barrel catches on a tripwire five feet down the hallway. The sound of stone grinding on stone can be heard loudly.
conversations.from: human
conversations.value: Eurus: Urk. Okay, Gravedigger and the horse back very quickly out of the hallway and wait to see what happens. Gravedigger gets a firm grip on the rope, too.
conversations.from: human
conversations.value: Tanaric: You don't see anything out of the ordinary. The noise fades away after about a minute.
conversations.from: human
conversations.value: Eurus: Huh, okay. Well, the fearless Gravedigger goes back to his original plan of rolling the barrel down the hall.
conversations.from: human
conversations.value: Tanaric: It rolls all the way down to the bend and hits the wall.
conversations.from: human
conversations.value: Eurus: Gravedigger glances around the east turn at the south end of the hallway. How far does the hallway go in that direction?
conversations.from: human
conversations.value: Tanaric: It runs east for twenty feet before turning north.
conversations.from: human
conversations.value: Eurus: Alright then. Gravedigger rolls the barrel down the hall to the east. If nothing goes wrong, he follows after it. Repeat to the north.
conversations.from: human
conversations.value: Tanaric: It rolls down the eastern hall without issue. To the north, the hall runs for twenty feet before turning east. The barrel rolls down this without issue as well.
  
  You can barely make out that there is a door on the north side of the unexplored east-running hall, five feet down.