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: NeverEnding DM: 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: saimol: I carefully search the room for traps and secret passages. (If possible i take 20, if not i guess you'll want to roll that)
conversations.from: human
conversations.value: term1nally s1ck: You find the room. You find it really well though.
  
  ....not much else though.
conversations.from: human
conversations.value: saimol: In that case I try to silently open door a bit and peek inside.
conversations.from: human
conversations.value: term1nally s1ck: Doors in D&amp;D are either open or shut, there's no in-between.
  
  These doors are heavy lead sheets, mounted to slide easily into the wall.
conversations.from: human
conversations.value: saimol: OK then I listen if i can hear anything from the other side.
  
  [roll0] (listen)
  
  If I hear nothing (most likely considering those are made of lead, still worth a try) I try to open the door.
conversations.from: human
conversations.value: saimol: uh one more try
  
   (1d20+4)[ 6 ] 
conversations.from: human
conversations.value: term1nally s1ck: the corridor outside is pitch black, and extends to the south and east.
  
  you cannot make anything else out unless you have fun vision modes or a light-source.
conversations.from: human
conversations.value: saimol: I take out one of my torches and light it.
conversations.from: human
conversations.value: term1nally s1ck: To the south, the corridor ends in a T-junction after 30', with a split east after 20'.
  
  To the east, the corridor splits north/south after 10', and there's a door north after 30'. The corridor goes on further than your light reaches.
conversations.from: human
conversations.value: saimol: I silently go south till the split, then i look around the corner using mirror.
  
   (1d20+6)[ 24 ]  (move silently)
conversations.from: human
conversations.value: term1nally s1ck: the corridor goes 10' east, then turns north.
conversations.from: human
conversations.value: saimol: I go further south till T-junction and look around corners to both sides (again using mirror)
conversations.from: human
conversations.value: term1nally s1ck: 10' west, the corridor tuns south.
  
  40' east, it turns north.
  
  After 35' east, there's a red and white bullseye on the floor outside a door north.
conversations.from: human
conversations.value: saimol: I go west and look around corner.
conversations.from: human
conversations.value: term1nally s1ck: 10' south, the corridor turns east.
conversations.from: human
conversations.value: saimol: I go south and to the same.
conversations.from: human
conversations.value: term1nally s1ck: The corridor east is much much longer than your light reaches. There are no distinguishing features anywhere down the corridor.
conversations.from: human
conversations.value: saimol: I go this corridor until i see a split or corner.
conversations.from: human
conversations.value: term1nally s1ck: after a short distance, make a reflex save, as the floor crumbels from underneath you.
conversations.from: human
conversations.value: saimol: ***oh damn forgot to search for traps :) ***
  
   (1d20+5)[ 14 ] 
conversations.from: human
conversations.value: term1nally s1ck: as you fall, you fail to catch the edge, and you take [roll0] damage as you smack into the ground 20' down.