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: Tanaric: 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 fairly spacious, rectangular 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, two torches are already lit and resting in brackets, one by each of the doors.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_|D_
  1|||||
  2|||||
  3|||||
  4||B|||
  5|||||
  6|||||
  7|||||
  [/table]
  
  There is a door at A-1, north side, and another at D-4.
   
  
  
  DM notes: 
   Spoiler 
  5, 20, 5
   
conversations.from: human
conversations.value: theterran: I will pull out my 10ft pole and start checking for pressure panels in the floor as well as any type of trip wire that might be between myself and the door at A-1.
  
  I will slowly make my way toward that door.
  
  Rolls (if needed)
   
   Spoiler 
  
    Search  - (1d20+4)[ 8 ] 
    Spot  - (1d20+4)[ 8 ] 
    Listen  - (1d20+4)[ 20 ] 
   
conversations.from: human
conversations.value: Tanaric: You find nothing between yourself and the door.
conversations.from: human
conversations.value: theterran: I will use the 10ft Pole to poke the door, checking it for traps as well.
  
  If needed:
    Search  - (1d20+4)[ 23 ] 
conversations.from: human
conversations.value: theterran: And if nothing happens, after poking, prodding, and otherwise searching the door,Bob will open it 🙂
  
  If something of significance happens, I'll readdress what Boo will do 😉
conversations.from: human
conversations.value: Tanaric: At the touch of your pole, a web of concealed copper wires flares to life, a current of crackling blue energy running the length of each wire. Having nowhere better to go, the energy dissipates harmlessly into the air, leaving behind a very scorched door.
conversations.from: human
conversations.value: theterran: Bob Moves forward and opens the door, peering ahead.
  
  (Note I have 60ft Darkvision if it matters)
  Rolls (if needed)
   
   Spoiler 
  
    Spot  - (1d20+4)[ 8 ] 
    Listen  - (1d20+4)[ 10 ] 
   
conversations.from: human
conversations.value: Tanaric: Opening the door reveals a hallway running to the east and west. To the east, it runs for fifteen feet before turning north. To the west, it runs for twenty-five feet before turning south.
conversations.from: human
conversations.value: theterran: Surveying his choices...Bob thinks...
  
  Eventually, he starts down the west hallway, checking the floor for pressure panels and tripwires with his 10ft pole.
   ...I never much liked going north...always feels like going uphill... 
  
  Rolls (if needed)
   
   Spoiler 
    Search  - (1d20+4)[ 9 ] 
    Spot  - (1d20+4)[ 14 ] 
    Listen  - (1d20+4)[ 10 ] 
   
conversations.from: human
conversations.value: Tanaric: You find a tripwire five feet to the west of the door you just left. You can step over it easily now that you've found it.
  
  At the bend, the hall continues south for ten feet before turning west again.
conversations.from: human
conversations.value: theterran: Bob shakes his head...
   ..Silly winding passages..  he thinks.
  
  Bob heads south, continuing to check for tripwires and pressure panels with his pole.
  
  Rolls (if needed)
   
   Spoiler 
  
    Search  - (1d20+4)[ 6 ] 
   
conversations.from: human
conversations.value: Tanaric: You continue south for ten feet, then west for ten feet, then north for thirty feet, then east for thirty feet, then south for ten feet, then east for ten feet, then north for ten feet before your next decision.
  
  The hall continues to the east for thirty feet before turning north, or else splits south after ten feet. There is a door on the east face of the bend.
  
  You found another tripwire somewhere in that mess, by the way.
conversations.from: human
conversations.value: theterran: 😦
  
  That was quite a mess!
  
  I'll use the pole to check the door for traps.  If there are no traps, I'll draw a bolt and hold it in my hand.  Then open the door.
  
  Search (if needed)
   (1d20+4)[ 9 ] 
conversations.from: human
conversations.value: Tanaric: Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_
  1||||
  2||||
  3||||
  4||||K[/table]
  
  There is a door at A-1, west side, which you are just outside of.
  
  There is a kobold in the lower right corner of the room, wearing studded leather armor and holding a pair of kamas, with a buckler strapped to one arm and a shortsword hanging at its belt.
  
  Roll initiative.  (1d20+6)[ 17 ] 
   
conversations.from: human
conversations.value: theterran: Here's hoping for a high roll.
   
   Spoiler 
    Initiative  - (1d20+4)[ 14 ] 
   
  
  (edit)
  Crap
conversations.from: human
conversations.value: Tanaric: The kobold moves into the doorway, shadows twisting about its form as it walks so that its form is partially hidden from your vision. (20% concealment)
  
  A tiny fire elemental appears behind you, existing only long enough to distract you before disappearing.
  
  The kobold takes a swing at you with one of its kamas.
  
   (1d20+8)[ 28 ]  vs flatfooted, including flanking bonus, for  (1d4+6)[ 10 ]  +  (1d6)[ 6 ] 
  
  If it hits, make a will save.
conversations.from: human
conversations.value: Tanaric: Wow. I'm a PC killing machine. 😦
  
  Crit confirm:  (1d20+8)[ 27 ]  for  (1d4+6)[ 8 ] 
conversations.from: human
conversations.value: theterran: Curses!
  
  Looks like I'll be making another character 😩