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: Rizban: You awaken slightly disoriented in a stone room. It's about 45' wide and 15' long. The room is lighted by a single burning torch on the north wall. The room is empty. A closed wooden door is in the south wall and an open archway is in the west wall.
  
  Map 
   Spoiler 
  {table]|A|B|C|D|E|F|G|H|I
  1
  2|||||I
  3
  [/table]
  I = Isirimal Silethern
  Door at C3 south wall. Archway at A3 west wall.
   
  
  
  DM Notes 
   Spoiler 
   Sheet 
   
conversations.from: human
conversations.value: Dresil: I'll take the torch, and wave it in front of the archway before going through.
conversations.from: human
conversations.value: Rizban: The hall beyond the arch travels 5ft west before turning south and running for 15 ft before turning east.
conversations.from: human
conversations.value: Dresil: I will continue down the hall, with my shield protecting my left side, and the torch out in front of me, making slow up and down movements, traveling at 20 ft per round.
conversations.from: human
conversations.value: Rizban: As soon as you round the corner turning east, the floor falls out from under you. Make a reflex save.
conversations.from: human
conversations.value: Dresil: Reflex  (1d20+3)[ 7 ] 
  
  If I fall, take 20 on Climb check to get out, continue on anyways.
conversations.from: human
conversations.value: Rizban: You fall 10 feet into the pit.   Falling Damage  - (d6)[ 4 ] 
  
  You manage to climb out after a bit of difficulty. Rounding the corner you find that the hallway travels 30ft south before ending in a T that goes east and west.
  
  15ft down the hall, the floor gives way again. It appears that this section of the dungeon is somewhat unstable. Make another Reflex save.