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: Ionbound: You approach the hill in which the legendary tomb rests. You have heard legend of great riches for those who successfully pass the tomb's many tests, but so far none have returned alive to verify or deny these rumors.
conversations.from: human
conversations.value: Svata: "There it is, gentlemen. The Tomb of Horrors,"  said Joril in a hushed tone.  "Legendary for its danger and its treasure. Shall we go in?" 
conversations.from: human
conversations.value: kellbyb: Zeralis nods and hefts his spiked chain. "It's time to claim our fortune," he says. "and my vengeance."
conversations.from: human
conversations.value: blade artist: Tristan looks around, uneasy of...  just about everything.   "But isn't this also the place where walking in is akin to burying oneself?"  Tristan says in his whispery, frightened voice.
conversations.from: human
conversations.value: Svata: Joril begins looking around, seeing what he can see.
  
  
  
   Search 
   (1d20+6)[ 9 ] 
  Also, taking 10 on spot and listen at all times, giving me a 10 in both.
conversations.from: human
conversations.value: Ionbound: You find a sandy area on the side of the hill.
conversations.from: human
conversations.value: Svata: "There seems to be a sandy area on the side of the hill, here. Can someone check it out for me? I would, but knowing this area, it may be trapped, so someone with the skill to check for them should do it." 
conversations.from: human
conversations.value: kellbyb: "yes, it would be prudent to have one of our more perceptive companions inspect the area first."
conversations.from: human
conversations.value: blade artist: "I would be happy to assist the one searching,"  Tristan offers helpfully.   "But someone would need to point me toward what I'm looking for." 
conversations.from: human
conversations.value: kellbyb: "Alright," Zeralis muses, looking around the hill. "Let's get things moving". (Take 20 to search the hill for anything suspicious, for a total of 22)
conversations.from: human
conversations.value: Ionbound: You find a part of the hill that seems like it is hiding a passageway, but will take some time to dig out.
conversations.from: human
conversations.value: kellbyb: "I thought that shovel would come in handy," Zeralis mutters to himself as he starts excavating the hillside with his hands.
conversations.from: human
conversations.value: blade artist: "Allow me to help.  The sooner we're in, the sooner out."  Tristan says as he begins interring the mysterious object.
conversations.from: human
conversations.value: Svata: Joril merely stands back a bit, and off to the side.  "You guys go ahead. I'll stand back here and NOT get killed by the inevitable trap."  
conversations.from: human
conversations.value: Ionbound: After 1/2 an hour, you clear a passage wide enough to crawl through. Although, it looks like if you invested another 2 hours, the passage would be clear enough to walk through.
conversations.from: human
conversations.value: kellbyb: "I'd rather waste a couple of hours than risk getting blown into who-knows-what," Zeralis says. "Let's get to work."
conversations.from: human
conversations.value: blade artist: "I don't mind, I mean I'd prefer not dying,"  Tristan says as he continues digging.
conversations.from: human
conversations.value: Svata: "Agreed, and since you haven't blown up YET, I suppose I'll help with the rest."  says the wizard,  "Though I most likely won't be much help." 
conversations.from: human
conversations.value: Ionbound: After another 2 hours of digging, it is revealed that there is a roughly worked, plain stone corridor that is full of cobwebs. A set of double oaken doors are just visible at the end of the passageway. The roof 20 feet overhead is obscured by hanging strands.
conversations.from: human
conversations.value: kellbyb: "Alright, it's time for a bit of MacGuyvering," Zeralis says. He ties his spiked chain to whatever handle is on the double door, backs up to the maximum range (10 feet), and pulls, trying to open the door.
conversations.from: human
conversations.value: Svata: "Who is MacGuyver?" 
conversations.from: human
conversations.value: kellbyb: "Old Mr Macguyver lived down the road from my old home. He was a, um, creative person."
conversations.from: human
conversations.value: blade artist: "I'm going to look for holes that needles could come out of..." 
  
  search  (1d20+2)[ 19 ] 
conversations.from: human
conversations.value: Svata: "I see. Speaking of seeing, did you find anything?" 
conversations.from: human
conversations.value: Ionbound: When Zeralis pulls the chain, the door opens revealing a blank wall. The ceiling then collapses. Roll Reflex saves to jump out of the way.
conversations.from: human
conversations.value: kellbyb: If aforementioned 10 ft wasn't enough distance to be safe, reflex save [roll]1d20+6[/roll].
conversations.from: human
conversations.value: blade artist: "Whoa, there!" 
  
  reflex  (1d20+11)[ 27 ] 
conversations.from: human
conversations.value: Svata: (1d20+7)[ 17 ]   Ten Characters 
conversations.from: human
conversations.value: Ionbound: The ceiling collapses, doing  (16d6)[ 58 ]  damage. Tristan manages to maneuver his body to take half damage.
conversations.from: human
conversations.value: kellbyb: "Well, that hurt," Zeralis grunts, prying a chuck of rock off his chest. "We may need to wait a little while before trying anything else."
conversations.from: human
conversations.value: Svata: Joril manages to gasp out,  "Ow,"  as he is nearly crushed to death by the ceiling.
conversations.from: human
conversations.value: blade artist: Well that could have been a lot worse." 
conversations.from: human
conversations.value: kellbyb: "Certainly. Shall we set up camp while we recuperate?"