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|||R|||||
  5||||||||
  6||||||||[/table]
  
  There is a door at G-3, and another at F-6.
   
  
  
  DM notes: 
   Spoiler 
  3, 8, 11
   
conversations.from: human
conversations.value: Derjuin: After gathering my bearings, I pull out my greataxe and 10-foot pole, take a gander at the door at F-6, and roar. "RAWR! Rag no like defiance of logic! Rag smash door after Rag touch door with 10-foot pole. Rag extra careful with closed doors after dumby gnome pull trick on Rag."
  
  Following my statement, I march over to the door and poke it several times with my 10-foot pole.
conversations.from: human
conversations.value: Tanaric: Your past lives have revealed many secrets to you, I see. 😛
  
  You discharge the trap, then proceed to abuse the door for no particularly good reason.
conversations.from: human
conversations.value: Derjuin: "Gwahaha! Rag show door who's da boss." After sufficiently showing said door who is da boss, I open it and trudge through, replacing my 10-foot pole with my greataxe.
conversations.from: human
conversations.value: Tanaric: Opening the door reveals a hall that runs to the south for fifty feet before turning east. There is a door on the east side of the hall after twenty feet, and it splits west after thirty.
conversations.from: human
conversations.value: Derjuin: I'll run up to the door, take a step back in the hall I was just in (so I'm about 5 feet away from the door) and tap it a few times with my 10-foot pole.
conversations.from: human
conversations.value: Tanaric: Five feet south of the door you just left, you trip over a tripwire. The sound of stone grinding on stone fills the air.
conversations.from: human
conversations.value: Derjuin: I look around, trying to identify what's making the awful stone grinding noise.
  "What Rag do now?! Dis because Rag didn't destroy door? Rag very happy to destroy door if door want to be destroyed..."
conversations.from: human
conversations.value: Tanaric: You don't see anything out of the ordinary.
conversations.from: human
conversations.value: Derjuin: I turn to face the door and, after smacking it a few times with my 10-foot pole, check to see if I can open it. If it's openable, I'll go through it.
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 checks, please.
   
conversations.from: human
conversations.value: Derjuin: Spot check:
  
   (1d20+1)[ 14 ] 
conversations.from: human
conversations.value: Tanaric: You realize that human 1 is actually an elf. A headband is wrapped around his ears, concealing his most distinguishing racial trait, but his delicate features give away his origins. He is wearing leather armor studded with metal, and is carrying a longsword and a buckler, with a longbow across his back. He smiles at you, as though at an inside joke.
  
  Human 2 seems to be only a very attractive human, until you realize that you can see a row of needlelike teeth through the veil across his mouth. He too is wearing studded leather armor, and is carrying a rapier loosely in one hand, with a light crossbow hanging from his belt. He smiles too, a chilling expression that never reaches his eyes.
  
  Roll initiative.
  
   (1d20+1)[ 15 ] 
   (1d20+2)[ 19 ] 
conversations.from: human
conversations.value: Derjuin: Initiative:
  
   (1d20+7)[ 24 ] 
conversations.from: human
conversations.value: Tanaric: Waiting on your actions.
conversations.from: human
conversations.value: Derjuin: "You look at Rag funny. Rag no like funny face!" I move over to the human with needle-ish teeth and swing my battle axe at him.
  
   (1d20+4)[ 18 ] 
  
  (Damage roll in a spoiler in the case that I hit)
   
   Spoiler 
  
   (3d6+5)[ 15 ] 
   
  
  (Or would you prefer to make the damage rolls?)
conversations.from: human
conversations.value: Tanaric: You roll your own damage, unless you want me to.
  
  You take him down in one hit. His companion takes a step toward you and slashes at you with his longsword.
  
   (1d20+2)[ 7 ]  for  (1d8+1)[ 4 ] 
conversations.from: human
conversations.value: Derjuin: I pull my axe out of the human's comrade's body and swing it at him, growling at the same time "Grr, you pay for almost hurting Rag."
  
   (1d20+4)[ 6 ]  for  (3d6+5)[ 15 ] 
conversations.from: human
conversations.value: Tanaric: Miss. Have another longsword for your troubles.
  
   (1d20+2)[ 12 ]   (1d8+1)[ 4 ] 
conversations.from: human
conversations.value: Derjuin: I attempt another strike, this time instead of grunting a threat I simply growl menacingly.
  
   (1d20+4)[ 19 ]  for  (3d6+5)[ 17 ]  damage