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: NeverEnding DM: 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||S|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet 
   
conversations.from: human
conversations.value: Amaranda: I will walk to the door and open it.
conversations.from: human
conversations.value: Jarian: Opening the door reveals a hallway running to the south and east.
  
  To the east, the hall runs beyond the range of your darkvision. After ten feet, it splits to the north and south. After thirty feet, there is a door on the north side of the hall. After sixty feet, it splits to the north and south.
  
  To the south, the hall runs for thirty feet before teeing to the east and west. After twenty feet, it splits to the east.
conversations.from: human
conversations.value: Amaranda: I go east for 10' and then north.
conversations.from: human
conversations.value: Jarian: At the split:
  
  The hall runs south for twenty feet before turning west. After fifteen feet, there is a door on the east side of the hall.
  
  The hall runs north for twenty feet before turning east.
  
  Assuming you continue north as stated: 
   Spoiler 
  At the bend east:
  
  The hall runs east for ten feet before turning north, then north for ten feet before teeing to the east and west.
  
  To the east, the hall runs for fifty feet before turning south. After twenty feet, it splits to the north. After thirty feet, there is a door on the south side of the hall. At the bend south, there is a door on the north side of the hall.
  
  To the west, the hall runs for thirty feet before turning north. After ten feet, there is a split north.
   
conversations.from: human
conversations.value: Amaranda: I go 20 feet to east and then north.
  
  (I went north as I said I would)
conversations.from: human
conversations.value: Jarian: Ten feet to the east, the floor begins to buckle beneath your feet.
  
  Reflex save.
conversations.from: human
conversations.value: Amaranda: Reflex:  (1d20+7)[ 11 ] 
conversations.from: human
conversations.value: Jarian: Reflex failed.
  
  You fall down a 20 foot pit, taking  (2d6)[ 11 ]  bludgeoning damage.
conversations.from: human
conversations.value: Amaranda: -1 hp d:
  
  I'll try again, going the exact same direction. (if I'm allowed to go again)
  
  Reflex:  (1d20+7)[ 8 ] 
conversations.from: human
conversations.value: Jarian: You may use foreknowledge to bypass traps that you have previously discovered.
  
  Actual update coming later.
conversations.from: human
conversations.value: Jarian: Beyond the first, fatal pit trap:
  
  At the split north, the hall runs for ten feet before turning east. At the bend, there is a door on the north side of the hall.
conversations.from: human
conversations.value: Amaranda: I'll open the door.
conversations.from: human
conversations.value: Jarian: Opening the door reveals the following room: 
   Spoiler 
  {table]|A_|B_|C_|D_|E_|F_
  1||||||
  2||||||
  3||||1||
  4||||||[/table]
  There are doors at A3, and F4 south, which you are just outside of.
  
  In the room is a gray skinned, wrinkled humanoid, crawling low with claws extending from it's hands.
  
  Initiative:  (1d20)[ 10 ] 
   