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 small 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, a torch is already lit, resting in a sconce near the room's single door.
  Map: 
   Spoiler 
  {table]|A_|B_|C_
  1|||
  2||J|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet. 
   
conversations.from: human
conversations.value: Mirku: "This is an interesting development.."
  (Moves to C4 by way of C3-)C4)
  Jack, wielding his shield in his off-hand, uses his main hand to carefully search the door, if he doesn't think its trapped and it's unlocked he'll draw his longsword and kick the door open. If it's locked(or stuck) he'll try and listen for any suspicious noises on the other side.
  
   
   Spoiler 
  
    Search  - (1d20+2)[ 16 ] 
    Listen  - (1d20+3)[ 13 ] 
   
conversations.from: human
conversations.value: Tanaric: The door slides open easily enough. Opening it reveals an unlit hallway running to the south and east. Without a light, it's impossible to determine more.
  
  For the record, unless otherwise noted, all doors are sliding metal.
conversations.from: human
conversations.value: Mirku: A few whispers of divine ramblings and Jack's sword starts to light up. He looks around taking careful notice of his surroundings.
  
   
   Spoiler 
  
  Used orison-Light, target longsword.
  Duration: Ten minutes Effect: 20 ft illumination + 20ft dim light
  Spot+Listen
    Spot  - (1d20+3)[ 15 ] 
    Listen  - (1d20+3)[ 21 ] 
   
conversations.from: human
conversations.value: Tanaric: To the east, the hall runs beyond the range of your light. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall.
  
  To the south, the hall runs for thirty feet before teeing to the east and west. After twenty feet, it splits east.
conversations.from: human
conversations.value: Mirku: Carefully Jack moves 10 feet through the east hall and looks in both North and South split.
  
   
   Spoiler 
  
  Active spells, light on longsword
    listen  - (1d20+3)[ 7 ] 
    spot  - (1d20+3)[ 14 ] 
  
  for future uses:
  [Doll=listen]1d20+3[/Doll]
  [Doll=spot]1d20+3[/Doll]
   
conversations.from: human
conversations.value: Tanaric: It runs north for twenty feet before turning east, or south for twenty feet before turning west. After fifteen feet, there is a door on the east side of the south hall.
conversations.from: human
conversations.value: Mirku: Jack moves north 20 feet and then carefully looks east in the hallway.
  
   
   Spoiler 
  
  Active spell: Light
    listen  - (1d20+3)[ 10 ] 
    spot  - (1d20+3)[ 17 ] 
   
conversations.from: human
conversations.value: Tanaric: It runs east for ten feet before turning north.
  
  If you continue on: 
   Spoiler 
  It runs north for ten feet before teeing to the east and west.
  
  To the west, it runs for thirty feet before turning north. After twenty feet, it splits north.
  
  To the east, it runs beyond the range of your Light spell. After twenty feet, it splits north. After thirty feet, there is a door on the south side of the hall.
   
conversations.from: human
conversations.value: Mirku: Jack runs east, then north, then east, Jack takes a peek at the north split, then if there are no threats there he'll search the door at the south side ten feet further.
   
   Spoiler 
  
    listen  - (1d20+3)[ 10 ] 
    spot  - (1d20+3)[ 7 ] 
    search  - (1d20+2)[ 8 ] 
   
conversations.from: human
conversations.value: Tanaric: Ten feet to the east, the floor begins to fall out beneath you. Reflex save.
conversations.from: human
conversations.value: Mirku: (damn my weakest save! Thank god for favored soul's saves though)
  
  "What the?" Jack cries out as the floor gives.
  
   
   Spoiler 
  
  [roll=Reflex]1d20+3[/roll]
   
conversations.from: human
conversations.value: Mirku: Err accidentally left one doll instead of roll
  
   
   Spoiler 
  
    Reflex  - (1d20+3)[ 7 ] 
   
  
  
  Edit: ouch
conversations.from: human
conversations.value: Tanaric: Splat.
  
  You fall down a twenty foot pit, taking  (2d6)[ 8 ]  bludgeoning damage.
conversations.from: human
conversations.value: Mirku: Jack climbs out of the pit, bracing himself against two walls.
   
   Spoiler 
  
  If my roll ain't enough can I simple take 20? otherwise it'll take a while.
    climb  - (1d20)[ 3 ] 
   
  
  
  Edit: These rolls are killing me!
conversations.from: human
conversations.value: Tanaric: You have both chimney and corner modifiers, for -15 on the DC. Taking 10 should get you out with no troubles.
conversations.from: human
conversations.value: Mirku: After climbing out Jack uses cure light wounds on himself then goes the route he was planning to go, now using his sword to press against each tile he's about to walk on.
  
    CLW  - (1d8+2)[ 10 ] 
conversations.from: human
conversations.value: Tanaric: At the split north, the hall runs for ten feet before turning east. There is a door on the north face of the bend.
  
  Continuing on, you make it to the door unhindered. Your search doesn't reveal anything out of the ordinary.
conversations.from: human
conversations.value: Mirku: Jack'll first listen at the door for any activity. Jack will then try to open it quietly, if it's locked or stuck Jack'll ram it open.
  
   
   Spoiler 
  
    listen  - (1d20+3)[ 11 ] 
    strenght  - (1d20+2)[ 7 ] 
   
  
  
  Well that roll'll probably not work so in case it's locked/stuck, take 20 on opening it.
conversations.from: human
conversations.value: Tanaric: The door isn't locked.
  
  Opening the door reveals the following room: 
   Spoiler 
  
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|||1||
  4|||||
  5|||||[/table]
  
  There are doors at A-5, south side, and E-1, north side, which you are just outside of.
  
  There is an incredibly ugly, blue-scaled humanoid inside the room. Blue and red flames flicker in its open mouth. It wears long robes, but they are so worn and burnt that they do very little to conceal the chainmail beneath them.
  
  Roll initiative:  (1d20+2)[ 7 ] 
   
conversations.from: human
conversations.value: Mirku: "You ugly monster, prepare to meet my blade!" Jack cries out as he looks at the beast.
  
   
   Spoiler 
  
    Initiative  - (1d20+5)[ 9 ] 
  Jack has planes/religion/arcana and nature
  [roll=Knowledge]1d20+1[/roll]
   
conversations.from: human
conversations.value: Mirku: (something went wrong there🤨)
    Knowledge  - (1d20+1)[ 20 ] 
  
  
  Jack takes a 5 foot step to D2 and attacks.
    longsword  - (1d20+3)[ 8 ] 
    damage  - (1d8+2)[ 8 ] 
    Ifcrit  - (1d20+3)[ 16 ] 
    damageifcrit  - (1d8+2)[ 7 ] 
conversations.from: human
conversations.value: Tanaric: None of those knowledge skills apply to this creature.
  
  Jack misses by a mile.
  
  The creature retaliates by breathing a short gout of acid over you, dealing  (1d4)[ 1 ]  acid damage, reflex half, and entangling for  (1d4)[ 1 ]  rounds if you take any damage.
conversations.from: human
conversations.value: Mirku: (Don't I always get damaged here since I don't have evasion?)
  
  Jack snarls and retaliates with another swipe of his sword.
  
    Longsword  - (1d20+1)[ 13 ] 
    damage  - (1d8+2)[ 10 ] 
    LongswordIscrit  - (1d20+1)[ 2 ] 
    damageifcrit  - (1d8+2)[ 9 ] 
conversations.from: human
conversations.value: Tanaric: Yes. Half of 1 rounds up to 1 in D&amp;D damage, since there is a strict minimum value of 1 damage from an attack.
  
  Take  (1d6)[ 4 ]  ongoing acid damage from the entanglement before it falls away.
  
  The creature then breathes a line of entangling fire over you, dealing  (1d3)[ 2 ]  fire damage, reflex half, and entangling for  (1d4)[ 3 ]  rounds.
conversations.from: human
conversations.value: Mirku: If this doesn't hit I'll have to heal up or flee.
  Jack hits with his longsword.
   
   Spoiler 
  
    Attack  - (1d20+1)[ 17 ] 
    damage  - (1d20+2)[ 8 ] 
    critcheck  - (1d20+1)[ 19 ] 
    cridamage  - (1d20+2)[ 21 ] 
   
  
  
  edit: critdamage is wrong but it didn't crit anyway, hope that's a hit though!
conversations.from: human
conversations.value: Tanaric: Your attack hit, but you rolled a d20 for damage. 🤨
conversations.from: human
conversations.value: Mirku: whoops looking at the numbers I thought I only left crit damage a d20 :x
  
    damage  - (1d8+2)[ 3 ] 
conversations.from: human
conversations.value: Tanaric: You land a weak blow.
  
  Take  (1d6)[ 5 ]  ongoing fire damage from the entangling substance. It breathes another line of fire over you, dealing  (1d6)[ 1 ]  fire damage, reflex half.
conversations.from: human
conversations.value: Mirku: Jack takes a 5ft. step backwards and casts CLW on himself.
  
    CLW  - (1d8+2)[ 9 ] 
conversations.from: human
conversations.value: term1nally s1ck: More fire:
  
   (d6)[ 3 ]  from the entanglement,  (d6)[ 3 ]  from his next breath, with reflex to halve.