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: Dresil: Take the torch, search for traps near the door, and pending I find none, go through.
  
  Applicable Rolls
   
   Spoiler 
  
  Search  (1d20+7)[ 27 ] 
  Dis Device  (1d20+7)[ 11 ] 
  Open Lock  (1d20+6)[ 20 ] 
   
conversations.from: human
conversations.value: term1nally s1ck: To the east, you see a north/south split after 10', a door on the northern wall after 30', and the corridor continues out of the range of your light.
  
  To the south, the corridor goes 30', ending in a T-junction east/west. There's a split to the east after 20'.
conversations.from: human
conversations.value: Dresil: Ill tie my backpak to one end of my rope, (take 10) get onto the floor, and slide the pack forward 15 feet, retract, search for traps (take 20) twice, then repeat until I get to the door.
conversations.from: human
conversations.value: term1nally s1ck: Taking 20 on search takes 2 minutes. Do you really want to take 4 minutes per 5'? I'll have to keep track of durations of things if that's the case..
conversations.from: human
conversations.value: Dresil: If that's the case, nevermind for now. the backpack should be fast enough.
conversations.from: human
conversations.value: term1nally s1ck: Sorry, one more thing...about how much does your backpack weigh?
conversations.from: human
conversations.value: Dresil: 20lb weight im using
conversations.from: human
conversations.value: term1nally s1ck: At the north/south split, you see: To the north, the corridor turns east after 20', and to the south it turns west after 20'. There's also a door on the eastern wall after 15'.
  
  Continuing on, after 10', the floor crumbles out from under you, make a reflex save please.
conversations.from: human
conversations.value: Dresil: "Ampersand Question Mark Pound Exclimation Point!"
  
   (1d20+6)[ 9 ] 
conversations.from: human
conversations.value: term1nally s1ck: (2d6)[ 9 ]  falling damage, as you drop down a 20' pit.
  
  The DC to climb back up is like -5. (Chimney+corner) Can you make a -5?
conversations.from: human
conversations.value: Dresil: This will be fun at 0 HP. I'll stay here the night.  I cast Silent Image of the floor and take 10 to Concentrate all night if I have to.
conversations.from: human
conversations.value: term1nally s1ck: That wouldn't be resting, so it'd be difficult to prepare spells if you did do that.
  
  DM only:
  
   
   Spoiler 
   (d100)[ 95 ] 
   (d100)[ 38 ] 
   (d100)[ 37 ] 
   (d100)[ 22 ] 
   (d100)[ 3 ] 
   (d100)[ 88 ] 
   (d100)[ 19 ] 
   (d100)[ 7 ] 
   (d100)[ 28 ] 
   (d100)[ 100 ] 
   
conversations.from: human
conversations.value: Dresil: But don't I retain the ones I still have? If that is the case, I will do it.
conversations.from: human
conversations.value: term1nally s1ck: So...how many hours?
  
  Either way, a roaming wolf traverses the corridors after 6 hours, and falls down your pit, taking  (2d6)[ 10 ]  damage, and doing  (3d6)[ 8 ] , reflex to negate.
  
  You get a surprise round if you survive.