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: TheFallenOne: 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 
   
  
  
  Please inform me of your held items and standard operating procedure for corridors and doors
conversations.from: human
conversations.value: NineThePuma: Orchid pauses, examining her gear, taking a few rounds to ensure that her stuff hadn't been damaged by the spell. Afterward, she moved to the door, inspecting it for basic information: hinge side, latch, etc. And then she did something crazy, taking her Long Spear and using it to poke and prod at the ceiling.
  
   
   Spoiler 
   Doors:  Inspect them, check for basic information, and climb over the top of them before opening.
  
   Corridors:  Pretend I'm spider man and never set my feet on the floor. I stay close to the top of the walls if possible.
  
   Held Items:  I need my hands clear in order to climb, so I don't have anything in hand, though both weapons are in easily reachable locations, and my crossbow is pre-loaded.
  
    Environment:   I'd like to request that you note ceiling height. As I have a climb speed, so I have vertical options  ^^;
   
conversations.from: human
conversations.value: TheFallenOne: By inspect you mean a search check?
  
  Doors are solid lead, they slide into the wall when you open them.
  The ceiling is 20 feet up. Unfortunately, you still need to beat the climb DC of 25, which you come short of with take 10 by a good margin.
  
  The climb speed is useful though as I can attest, having played a Dungencrasher scout. You just need to get to +15 on climb
  
  you found nothing suspicious with your poking, searching etc. Open door?
  
  edit: regarding climbing, you  can  make the check with take 10 assuming a narrow(5 feet) corridor because the DC is lowered by 10 for the chimney. See climb skill in PHB
conversations.from: human
conversations.value: NineThePuma: Spoiler 
  I was checking for general door features. The sort of stuff you can tell at a glance IRL. I didn't think that warranted a search check.
   
  
  
  Orchid opens the door with one hand, gripping her crossbow with the other.
conversations.from: human
conversations.value: TheFallenOne: Past the door, you see a 5 feet wide corridor, going east and south from your position. The southern route goes on for 35 feet, then bends east and west. The eastern route goes on for as long as you can see(what's your status on a light source?). After 15 there is a crossroad north and south, after 35 a door to the north