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 25' wide and 35' long. The room is lighted by a single burning torch on the south wall. There are two wooden barrels against the south wall. A closed iron door is in the north wall, and a wooden door is in the east. The wood of the eastern door is splintered and broken, and what remains of the door barely hangs on the hinges.
  
  Map 
   Spoiler 
  {table]|A|B|C|D|E
  1
  2
  3|||C
  4
  5
  6
  7[/table]
  C = Cliche
  Doors at C1 north wall and E3 east wall.
   
  
  
  DM Notes 
   Spoiler 
   Sheet 
   
conversations.from: human
conversations.value: tophat: Cliche clambers to his feet and sorts out his helmet that had gone slightly squiffed , checks through his items to see what he has with him and then heads over to the barrels to investigate them , keeping an eye out on the east door as he does so .
conversations.from: human
conversations.value: Rizban: They are old wooden barrels. The wood is slightly rotted. They do not have lids, leaving them open.
conversations.from: human
conversations.value: tophat: Asuming there is nothing of intrest in the barrels , Cliche heads over to the broken door in the east wall and has a look beyond
conversations.from: human
conversations.value: Rizban: One barrel holds hempen rope. The other holds a small drum with a small scroll case tied to it.
  
  Beyond the broken door, the hallways immediately turns south and travels about 15 feet before turning east.
conversations.from: human
conversations.value: tophat: Cliche takes the hempen rope and puts it into his pack , then examines the drum and the scroll case , If it looks ok he opens the scroll case to investigate its content .
  If all that goes well he heads down the corridor to the south following it along , weapon and shield ready .
  
  [ooc] Is it a drum like an instrument or a drum containing a liquid ?
conversations.from: human
conversations.value: Rizban: OOC: It's an instrument.
  
  There is a crumbling scroll within the case. It looks old and worn. The leather head on the drum has become tighter with age as the leather has dried over the years. It appears as if it could still be played, but great care would be necessary to prevent the drum head from splitting.
conversations.from: human
conversations.value: tophat: Cliche carefully packs away the scroll and takes the drum with him too and heads down the corrdidor leading from the east door
conversations.from: human
conversations.value: Rizban: The hallways heads south for 10ft, east for 10ft, and north for 30ft. You make it 10ft north before the floor gives way. Make a Reflex save.
conversations.from: human
conversations.value: tophat: eeekkk (1d20)[ 2 ]   and splatt
conversations.from: human
conversations.value: Rizban: You fall 15ft down   Falling Damage  - (d6)[ 1 ] . The falling debris makes a loud crashing sound throughout the area.
  
  Standing up, you find yourself in another hallway on a lower level. The ceiling is 10ft above you, and the top of the hole another 5ft above that. The hallway in which you stand goes 10ft west before turning north. It extends south beyond the range of your darkvision. 50ft to the south, a side hall splits off to the east.
  
  You hear what seems like large insects scurrying away as if in fear from the sound of the crash.
conversations.from: human
conversations.value: tophat: umm not quite flying    Cliche stands up , dusts himself off , quickly channels a small bit of divine power into his slightly twisted ankle .
  He then heads south towards the junction .
  
  ooc : spontaneous cure minor wound  using a detect magic , also bear in mind as a dwarf if i approach any stonework traps my stonecunning may kick in .
conversations.from: human
conversations.value: Rizban: OOC: I'm aware. I rolled for it since you weren't actively searching. You didn't notice it.
  
  
  As you move south, you find that the hallway is 90ft long and turns to the east at the end. You encounter no more traps as you approach the junction. The eastbound hallway travels 30ft before ending with a door on the south wall.
conversations.from: human
conversations.value: tophat: ooc :ah good stuff thought it may be that but just checking .
  
  Cliche heads east to the door way and ready incase anyone is inside pushes the door open