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 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||K|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet. 
   
conversations.from: human
conversations.value: Kazasu: Hello there, thanks in advance for the playing experience.
  
   RolePlay: 
  "The darkness of the earth calls for the darkness of my soul. May my eyes see." [insert invocation here.] "Now.. lets try not to activate the first trap within the first five minutes.."
  
   Details: 
  I'll use my See the Unseen invocation and pull out my 10 foot pole. With the pole I'll continue to poke b3, b4, and c4. If nothing happens worth noting I'll continue on through the door.
  
  
  Do you want me to list descriptions for any spell like abilities used in the future?
   
   Spoiler 
   When you use this invocation, you can activate great powers of vision, allowing you to see invisible creatures and objects ( as see invisibility ). You also gain dakvision out to 60 feet for a period of 24 hours. Treated as a second level spell.
   
conversations.from: human
conversations.value: Tanaric: I generally know what every ability people have does, but if I'm uncertain, I'll ask.
  
  All that happens with the poking is that you make some noise.
  
  Opening the door reveals an unlit hallway running to the south and east.
  
  To the east, it runs beyond the range of your darkvision. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall. After sixty feet, it splits to the north and south.
  
  To the south, it runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.