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||N|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM Notes: 
   Spoiler 
   Sheet 
   
conversations.from: human
conversations.value: BruteSquad01: Oh, this is probably somewhere I don't want to be...  
  
  Barbie opens the door quickly and hides along the wall at B4, Shortbow at the ready, listening for any signs of movement.
  
  Listen  (1d20+7)[ 12 ] 
  Move Silently  (1d20)[ 14 ] 
conversations.from: human
conversations.value: term1nally s1ck: Not a lot seems to be happening. You don't die, and you don't hear anything.
conversations.from: human
conversations.value: BruteSquad01: Barbie sits and cries for his tortured childhood for a minute, then looks through the door.
conversations.from: human
conversations.value: term1nally s1ck: What vision modes you got? Darkvision?
conversations.from: human
conversations.value: BruteSquad01: Just good ol' human eyeballs.  If the room is dark, I'll grab the torch from the wall and stick it through the door.
conversations.from: human
conversations.value: term1nally s1ck: To the south, the corridor goes 30' before ending in a T-junction east/west. There's a split to the east after 20'.
  
  To the East, the corridor goes further than you can see. There's a north/south split after 10', and a door to the north after 30'.
conversations.from: human
conversations.value: BruteSquad01: Barbie moves to the T-junction and looks in each direction.  Unless there is an imminent threat, he moves west.
conversations.from: human
conversations.value: term1nally s1ck: On the way, you see that the split to the east travels only 10' before turning north.
  
  To the east: The corridor turns north after 40'. After 35', there's a door with a red and white painted bullseye outside it.
  
  To the west: The corridor goes 10' west before turning south for 10', then it turns east.
conversations.from: human
conversations.value: BruteSquad01: Walk quietly to the door with the bullseye and listen.
  
  listen  (1d20+7)[ 21 ] 
  move silently  (1d20)[ 17 ] 
conversations.from: human
conversations.value: term1nally s1ck: You don't hear anything.
conversations.from: human
conversations.value: BruteSquad01: Open the door and move out of the way.  If nothing happens in about 30 seconds, I'll poke my head in and look around.
conversations.from: human
conversations.value: term1nally s1ck: Nothing happens. However, on sticking your head round the door, you get blasted with a ray of frost:
  
   (d20+2)[ 13 ]  touch attack for  (d3)[ 2 ]  cold damage.
  
  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||||H
  4|||||[/table]
  There is a door at E-4, south side, which you are just outside of, another at A-2, and another at E-3. There is a human wearing a chain shirt and holding a longsword.
  Initiative: (1d20+2)[ 12 ] 
   
conversations.from: human
conversations.value: BruteSquad01: If I can claim cover from the wall, he misses.  Either way, Barbie is offended.  Fuzzypuppyfacehead the wolf and I will go teach him some manners.
  
  Move to D4(me) and E4(wolf).  Wolf will bite and attempt to trip, and then I will attempt to insert axe(mine) into face(his).
  
  Initiative  (1d20+1)[ 15 ] 
  
  Wolf attack  (1d20+3)[ 23 ] 
  damage  (1d6+1)[ 4 ] 
  trip attempt  (1d20+1)[ 14 ] 
  
  My attack  (1d20+3)[ 16 ] 
  damage  (1d12+3)[ 9 ] 
conversations.from: human
conversations.value: BruteSquad01: Wolf critical confirmation  (1d20+3)[ 7 ] 
  EDIT: Oh, well. Hopefully it's unnecessary anyway.
conversations.from: human
conversations.value: term1nally s1ck: You both hit, and he crumples:
  
  150XP, longsword, chain shirt.
conversations.from: human
conversations.value: BruteSquad01: Yay, things to sell!
  
  Barbie will search the room.  Unless he finds something really interesting (like a secret door, or a bug to eat), he will open the door at A2, using the same strategy:  Open the door and move to the wall and listen, then poke my head in.
  
  Search  (1d20+1)[ 15 ] 
  Listen  (1d20+7)[ 22 ] 
conversations.from: human
conversations.value: term1nally s1ck: to the south, the corridor turns west after 5'.
  
  To the north, the corridor goes 15' before splitting east and west, and continues 35' in total before turning east.
conversations.from: human
conversations.value: BruteSquad01: I imagine I see something similar from the other door.  Or it explodes and I die.
  
  Head west along the southernmost corridor.
conversations.from: human
conversations.value: term1nally s1ck: You meet the corridor going south from your starting room after 10'.
conversations.from: human
conversations.value: BruteSquad01: Go back, and go north 15', and then west.  If that dead ends, go east.
conversations.from: human
conversations.value: term1nally s1ck: north 15' then west leads you exactly to your starting room, east sends you down that corridor I described at the start.
  
  You also need to make a reflex save.
conversations.from: human
conversations.value: BruteSquad01: Originally Posted by term1nally s1ck 
   ...To the East, the corridor goes further than you can see. There's a north/south split after 10', and a door to the north after 30'. 
   
  
  This one?
  
  If so, go to the door and listen.
  
  Reflex [roll0]
conversations.from: human
conversations.value: BruteSquad01: Bah.
  Reflex  (1d20+1)[ 7 ] 
  
  Oh, man.  That's going to hurt.
conversations.from: human
conversations.value: term1nally s1ck: The floor falls out from under you, and you take  (2d6)[ 6 ][ 2 ](8)  falling damage.
  
  Carrying on to the east when you climb out?
conversations.from: human
conversations.value: BruteSquad01: Ouch.  Barbie climbs out of the pit and then sits and cries.  He got blood on his new adventuring outfit!
  
  He drinks his potion of CLW  (1d8+1)[ 3 ] 
  Then continues east, more alert for signs of traps.
  Spot  (1d20+7)[ 23 ] 
  Listen  (1d20+7)[ 22 ] 
  
  That's some very light healing, there.
conversations.from: human
conversations.value: term1nally s1ck: No luck..make another reflex save..
conversations.from: human
conversations.value: BruteSquad01: Reflex  (1d20+1)[ 7 ] 
  
  Barbie McTreehugger, who will only roll six on a reflex save...
conversations.from: human
conversations.value: term1nally s1ck: (2d6)[ 10 ]  falling damage...
  
  Well, there's nothing else before the door, if you make it out of the pit.
conversations.from: human
conversations.value: BruteSquad01: Nope. Dead.  Sad.
conversations.from: human
conversations.value: term1nally s1ck: Restart? Or you gonna rebuild first?
conversations.from: human
conversations.value: BruteSquad01: Erm... restart sounds good.  Maybe I'll actually check for traps this time.
conversations.from: human
conversations.value: term1nally s1ck: Originally Posted by 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||N|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM Notes: 
   Spoiler 
   Sheet 
   
   
   
  
   Filler text for the sake of filling space 
conversations.from: human
conversations.value: BruteSquad01: Same drill as before, open the door and hide behind the wall, waiting and listening, before taking the torch and continuing.
  
  Listen  (1d20+7)[ 17 ] 
conversations.from: human
conversations.value: term1nally s1ck: Nothing different happens.