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: Tyndmyr: You awaken in the center of a 10ft by 15ft room with stone walls, ceilings, and floors. A torch is burning on the wall behind you, while the other three walls have closed, metal doors with brackets allowing you to bar them from the inside. Unfortunately, only two metal rods are lying on the floor.
conversations.from: human
conversations.value: Dresil: Glim 
  
  The gnome shakes the cobwebs out of his head, promising himself for the tenth time this month to stop drinking.  He hops up and grabs the torch, then goes through the door that is unbarred.
conversations.from: human
conversations.value: Tyndmyr: All three doors are unbarred, but you do have sufficient rods to bar any two you choose.
conversations.from: human
conversations.value: Dresil: I'll bar the north and east doors then, and go through the south.
conversations.from: human
conversations.value: Tyndmyr: Once you open the door, you see a short, narrow, unlit, hallway, five feet in width, and twenty in length. Just over halfway down, a door leads to the left, while at the end, another door leads straight ahead.
  
   