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: Deadlykire: So, I'm including two starts. I'm still working on the fluff start but if you'd like a bit of RP first, feel free to start there. If not, feel free to read the dungeon start and we'll get to it.
  
  Fluff start:
   
   Spoiler 
  
  You find yourself loaded onto a massive vessel with others from the city. Dusk is quickly approaching, the selection process has taken all day. Glancing around you notice that the vessel seems relatively simple, despite the massive army that has now boarded it. If this were a military ship you'd expect to see more armaments. The half-orc in shackles that selected you along with the soldier that accompanied him lead you to a small cabin. He opens the door and waves a hand inside. He then stands still and says,  "these will be your quarters for our journey. I will fetch you in the morning for breakfast." 
   
  
  Dungeon start:
   
   Spoiler 
  
  You awake and find yourself in the middle of a large, 80'x80' room. You are laying on the floor next to a pedestal. Glancing around from your position you notice 4 openings. There is an opening in each corner that measures 20' across. Standing you can see there are 12 runes carved into the pedestal. There is a tablet submerged in the liquid. You can see there is writing on the tablet.
   
conversations.from: human
conversations.value: miniatureaddict: Grakthor promptly salutes, sets down his gear with his dagger under his pillow, then goes to bed
  
  Btw I chose the fluff one
conversations.from: human
conversations.value: Deadlykire: (I noticed. Also, I reskin the characters a bit. Your guide in chains is a male)
  
  There is a hefty thud as you set your gear on the floor. The chained man gives you a nod, turns, and steps through the door. You hear a heavy thud followed by a loud clang, which you'd assume is the door being locked. The last glimmers of light disappear from the minor cracks between the wood members of the vessel, leaving you in pitch black. Luckily you are able to make out the outlines of the bed and find it easily as you slide your dagger under your pillow. The interior of the cabin you are in is sparse. There are a few minimal drawers if you were to unpack your things, but nothing in them.
  
  The bed is oddly soft. Given your guide being in chains and you locked in a room, it'd be reasonable to expect prison conditions. This thought leads you to realize, your belongings weren't confiscated, and you weren't searched as you were collected and brought on board. In fact you had nothing in the great arena, and were allowed to gather your belongings before departing. Are you there prisoner? Do they know something you don't? What is going on?
  
  
  
  A loud banging awakens you from slumber. It is repeated several times before you hear metal and wood creak. The door is opened, allowing the first light of day to creep in. The light is suddenly blocked by a shadow with a familiar voice,  "Dress and join us for breakfast."  Something hits you in the face, it feels soft. Upon a quick inspection you realize it is a simple pair of clothes. The light disappears and you are plunged into darkness as the door is again closed. This time you don't hear the clang of the lock.
conversations.from: human
conversations.value: miniatureaddict: Grakthor than shrugs on his simple clothes and grabs the dagger which he slips into his boot and quietly recites his honor code "never die,never bow, honor" and then cracks his knuckles and walks out the door.
conversations.from: human
conversations.value: Deadlykire: (When you get a chance roll a sleight of hand for trying to hide the dagger on your person.)
  
  As you open the door you find the main in chains in front of you waiting expectantly. Beside him are two of the hulking guards. As you walk outside of the door you see two more guards standing beside it. The man turns and walks away from you towards a set of stairs. The stairs are plenty wide for 3 people, unusual for a ship such as this. At the bottom of the stairs you can see two doors on either side of the far bulkhead. As you turn around and look under the stairs you can see a massive banquet table that has already been set. As you arrive the man in chains meekly extends a hand out as far as the manacles allow.  "Sit. Eat. We have a long journey ahead gather your strength." 
  
  As you look around you can see the room is filled with soldiers. On the near side of the table seems to be others dressed in simple garb such as yourself. There are a few open seats on the near side. On the far side you can see other representatives of the various races, also in chains. They are smiling and conversing with the chosen across from them. Each is flanked by a pair of guards much like your escorts. Along the various walls are yet more guards, probably the ones that match your escort.
  
  Your...guide? for lack of a better word then walks around the table with his escort, and sits at a place. He looks at you expectantly.
conversations.from: human
conversations.value: miniatureaddict: I roll a
  
   (1d20+2)[ 19 ] 
  sleight of hand check.
  Grakthor then begins to eat.
  While asking the guide questions
  " So what did I sign on for exactly"
  "were are we" and other like wise questions.
conversations.from: human
conversations.value: Deadlykire: The guide looks to the left and right along the table. He lets out a low barking laugh as you ask what you've signed up for he speaks to you in Orcish,  "what about your situation makes you think you had a choice? You've signed up for nothing. You've been chosen for testing. IF you are lucky enough to be deemed worthy, then you may be given the chance to sign up." 
  
  He sits back and smiles. He reaches out and takes a small sip from his cup. It is then you notice that he, nor any of the other guides, have taken a bite to eat. They have plates of food in front of them, but they remain untouched. It is then that your head begins to swim. You thought you heard him faintly whisper  "Good luck" , but his mouth hadn't moved so you must have imagined it. Your eyes feel heavy, your body sluggish, your head lulls then finds rest upon the table with a clang. The last sight you remember is the guide smiling at you as he sets down his cup.
  
  
  
  You awaken some time later, how long is unknown. You find yourself in a darkened room, your dark vision allows you to see that it is a large room, 80' across in each direction. Before you is a pedestal. Around the edges are 12 runes. In the center is a murky liquid. Underneath the liquid you can see the outline of a stone tablet. Glancing around the room you notice there are 4 door ways, 10' wide, in each of the corners. There are no doors, just the arches.
conversations.from: human
conversations.value: miniatureaddict: Grakthor then grunts and rises up drawing his dagger, he then takes the east archway. looking through the tunnels with dark vision, what does he see?
conversations.from: human
conversations.value: Deadlykire: (The doors are in the corners so NE, NW, SE, SW. So NE or SE? I'll edit this post once you clarify.)
  
  As you approach the SE corner the room starts to glow a dim, deep green. You realize you don't need your dark vision to see as you approach the door. Standing in the doorway you feel a moist breeze. A light,continuous breeze blows and you ares truck with an earthy scent, like the fields of your home. Taking a step back and the breeze stops to the still air of the room returns. Standing back in the doorway you are able to see a hallway to the right and left. They go about 30' before they turn towards each other. As you stand in the door you sense a bit of hesitation, and the smell from before seems to be tainted.
conversations.from: human
conversations.value: miniatureaddict: Krogthar walks toward the SE corner carefully treading.