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 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, one hanging by each of the doors presumably leading out of the room.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_|G_
  1||||||||
  2||||||||
  3||||||||
  4|||B|||||
  5||||||||
  6||||||||[/table]
  
  There is a door at G-3, and another at F-6.
   
  
  
  DM notes: 
   Spoiler 
  3, 4, 18
   
conversations.from: human
conversations.value: Omegonthesane: Boris eventually wakes up from a really bad hangover, to find out his location, and murmurs. "This place is almost as depressing as the surface..." He notices that there are already torches lit, and looks from one door to the other, before heading for the one to the east.
  
   
   Spoiler 
  Boris moves to G3, or F3 if he can't actually physically stand on G3, and opens the door.
   
conversations.from: human
conversations.value: Tanaric: As you lay your hand on the door, several hundred lines of crackling blue energy appear, surrounding the door and much of the adjacent wall in a spiderweb pattern. The energy leaps from the door to your hand, giving you quite a shock.
  
  The previously hidden copper wires are now visible as thin black marks on the door, which they have charred quite thoroughly.
  
   
   Spoiler 
  You take 1 point of electric damage.
   
conversations.from: human
conversations.value: Omegonthesane: "OK, don't try that door, unless I decide I'm tired of life." Boris touches himself at the injured part, and the dark energy repairs instead of further damaging his body. Having your soul poisoned by the powers of undeath has its benefits, indeed. Then, he moves over to the door at F6, and tries that.
conversations.from: human
conversations.value: Tanaric: I hope you enjoyed that experience the first time, because you get to repeat it. The second door reacts in a manner exactly the same as the first.
conversations.from: human
conversations.value: Omegonthesane: "Sod it." Boris charnel-touches himself to heal the damage, then tries the door again. Maybe the electrical trap only worked once.
conversations.from: human
conversations.value: Tanaric: Opening the door results in a snapping of wires, which fall uselessly to the side. It reveals a hallway running to the south, though you can't tell how far without a light source.
  
   
   Spoiler 
  Unless you have darkvision. I can't remember all the sheets.
   
conversations.from: human
conversations.value: Omegonthesane: Spoiler 
  Deep Halflings have 60' darkvision. They were the only race I could find that had darkvision, no LA, and no Cha penalty.
   
conversations.from: human
conversations.value: Tanaric: Your darkvision allows you to see that there is a hall extending fifty-five feet to the south, where it turns east. Twenty-five feet from your side of the door, there is another door on the east side of the hall. Thirty-five feet from your side of the door, a west-running hall connects with the one running to the south.
conversations.from: human
conversations.value: Omegonthesane: Boris glances at all the exits, and decides he might as well check the nearest one first. He walks a little closer to the door, then fires an eldritch blast at it, in case that triggers any traps or destroys it.
  
   
   Spoiler 
  Attack roll  (1d20+4)[ 17 ] 
  Damage  (1d6)[ 2 ] 
   
conversations.from: human
conversations.value: Tanaric: Nothing special happens. The door looks a little damaged, but not badly.
  
  Listen check, and which languages do you speak?
conversations.from: human
conversations.value: Omegonthesane: ((Only Common and Halfling, I have no Int bonus at all.))
  Listen  (1d20+1)[ 3 ] 
conversations.from: human
conversations.value: Tanaric: You hear nothing.
conversations.from: human
conversations.value: Omegonthesane: Boris walks up and opens the door, since it didn't react to eldritch blasting in any interesting way.
conversations.from: human
conversations.value: Tanaric: Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_
  1|||||||
  2|||||||
  3||||1|||
  4||2|||||
  5|||||||
  [/table]
  
  There is a door at B-1, another at A-4 which you are just outside of, and a third at F-5, on the south side of the room.
  
  Two seemingly human figures are seated around a small campfire in the room. Spot check, please.
   
conversations.from: human
conversations.value: Omegonthesane: Spot  (1d20-1)[ 0 ] 
  
  ((If it's any help, my only trained skills are Concentration and UMD, everything else should just be a straight stat mod roll))
conversations.from: human
conversations.value: Tanaric: They both look completely normal to you. One is holding a longsword and buckler, with a longbow across his back, while the other is holding a rapier, with a light crossbow hanging on his belt. They're both wearing studded leather armor, and neither looks happy to see you.
  
  Roll initiative.
  
  Rolls for my use: 
   Spoiler 
   (1d20)[ 6 ]  (1d20)[ 1 ]  (1d6)[ 5 ] 
   
conversations.from: human
conversations.value: Omegonthesane: "Oh crap."
   Initiative   (1d20+3)[ 8 ] 
conversations.from: human
conversations.value: Tanaric: You're up first.
conversations.from: human
conversations.value: Omegonthesane: Since these two don't seem too happy to see him, and he's sworn to kill every living thing he sees anyway, Boris' first thought is to fire a sickening blast at the one with the longsword, then step back into the corridor. That way, only one of them can attack him at a time, if they rush into melee to stop him shooting them.
  
   
   Spoiler 
  Attack roll  (1d20+4)[ 13 ] 
  Damage  (1d6)[ 4 ] 
  If he's hit, DC 16 Fortitude to not be sickened
   
conversations.from: human
conversations.value: Tanaric: (1d20)[ 13 ]   Whitetext. 
  
  The man somehow manages to look both murderous and as though he's about to be violently ill.
  
  Human 1 stands up, and suddenly mist fills the room, obscuring your vision.
  
  Roll spot and listen checks every round you're in the room.
conversations.from: human
conversations.value: Omegonthesane: Spot  (1d20-1)[ 11 ] 
  Listen  (1d20-1)[ 19 ] 
conversations.from: human
conversations.value: Tanaric: They're reactive checks, so I'm still waiting on your actions. You don't see anything.
conversations.from: human
conversations.value: Omegonthesane: Due to a lack of ideas, Boris tries firing another sickening blast in the general direction of where Human 1 was when he last looked.
  Attack roll  (1d20+4)[ 15 ] 
  Damage  (1d6)[ 4 ] 
conversations.from: human
conversations.value: Tanaric: (1d2)[ 2 ]   Whitetext. 
  
  Miss. Update coming later.
conversations.from: human
conversations.value: Tanaric: You continue to see mist.
  
  Your turn.
conversations.from: human
conversations.value: Omegonthesane: Boris takes a few steps back, into the corridor, and readies an action to Sickening Blast the first person out of the room.
conversations.from: human
conversations.value: Tanaric: Nobody comes out. Your turn again.
conversations.from: human
conversations.value: Omegonthesane: Boris walks up to the door to see if the mist is still in the room, and readies a standard action to Sickening Blast the first person he sees.
conversations.from: human
conversations.value: Tanaric: The mist does indeed still fill the room. You don't see anyone. Your turn again.
conversations.from: human
conversations.value: Omegonthesane: Boris notices that there really isn't much he can do until the mist stops filling the room, and thus spends every single round until it disperses readying a standard action to Sickening Blast the next person he sees.
  
  ((You can assume that's what he's doing and skip a few rounds to when something actually happens))
conversations.from: human
conversations.value: Tanaric: You can't see everything from your position outside the room, but it appears empty once the mist clears.
conversations.from: human
conversations.value: Omegonthesane: "...Well, crap." Boris decides to go further down the corridor rather than waste time over spilt milk, then pokes his head out into the west-running hallway. Maybe it has something murderable in it.
conversations.from: human
conversations.value: Tanaric: The hall continues west for sixty feet before turning north.
  
  You hear the door slide shut behind you.