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: Zazori: 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: Roc Ness: OoC:  Cool! Don't forget that Small's Animal Companion should also be on the map (unless he's riding it, of course.)
  
   Notte 
  Takes out his Collapsible Pole and puts it together. He then takes the resulting 12 foot pole and uses it to prod the door hard.
conversations.from: human
conversations.value: Zazori: Nothing happens.
conversations.from: human
conversations.value: Roc Ness: OoC: 
  Is the door wooden?
conversations.from: human
conversations.value: Zazori: Ooc:  Nope, it's made of Lead.
conversations.from: human
conversations.value: Roc Ness: Notte 
  Taps the ground in front of him before just attempting to open the door.
conversations.from: human
conversations.value: Zazori: A feeling of horrible unease washes over your character as he opens the door.
  
  Any vision modes, Darkvision, low-light vision, etc.?
conversations.from: human
conversations.value: Roc Ness: Nope, just 5 sunrods.
conversations.from: human
conversations.value: Zazori: Okay.
  
  You see a 35ft long corridor, at 25ft it turns east and at 35ft there is a T-junction.
conversations.from: human
conversations.value: Roc Ness: Notte 
  Moves caustiously forward, using his pole to tap the walls and floors before him. He'll have his animal companion follow closely behind him.
conversations.from: human
conversations.value: Zazori: As you move 5ft out you see that there is a corridor turning east there.
  after 10ft east there is a north/south junction and at 30ft there is a door on the north wall.
conversations.from: human
conversations.value: Roc Ness: aaaaaaaaaaa |N| ddddddddddd 
   ddddddddddd | d | ddddddddddd 
   hhhhhhhhhhh | d | ddddddddddd 
   ddddddddddd | d |___________
   ddddddddddd | d  ___________
  ___________| d |___________
  __________________________
    
  ... As far as I can tell, this is the map (of the corridor). You've lost me at the five feet out corridor turning east and the north/south stuff...
conversations.from: human
conversations.value: Zazori: Lets say that you are standing in the door and peeking out.
  
  The door is placed on the North wall in a corner to the east you see a corridor that is longer than your light reaches, after 10ft there is a north/south junction and at 30ft there is a door on the north wall.
  
  If you look straight ahead you see a 35ft long corridor, at 25ft it turns east and at 35ft there is a T-junction.
conversations.from: human
conversations.value: Roc Ness: ... I'm still not entirely sure, but eh, who cares? 😉
   Notte 
  Will take the first turn east, with proper floor and wall tapping precautions.
conversations.from: human
conversations.value: Zazori: After walking east for 10ft you come to a north/south junction.
  
  Do you move straight ahead or turn either north or south?
conversations.from: human
conversations.value: Roc Ness: Straight ahead.
conversations.from: human
conversations.value: Zazori: As you tap the floor on the other side of the north/south junction the floor crumbles.
  
  Jump to make it across.
conversations.from: human
conversations.value: term1nally s1ck: Uploaded with  ImageShack.us 
conversations.from: human
conversations.value: Roc Ness: Ooh, that map really helps sort the place out.
  
   Notte 
  Gets his Brixashulty companion to move back up a bit. He then gets onto his companion, and, holding on tightly, gets it to try and leap across the pit.
  
  Jump Check: Taking 10 for  16 
conversations.from: human
conversations.value: Zazori: That gets you across.
conversations.from: human
conversations.value: Roc Ness: Woot! I beat my first trap. 😁
   Notte 
  Will continue down the corridor, taking standard wall/floor tapping precautions.
conversations.from: human
conversations.value: term1nally s1ck: *Pokes thread*
conversations.from: human
conversations.value: Roc Ness: Looks a bit dead.
conversations.from: human
conversations.value: Zazori: Hi there, I'm so sorry ):
  
  I should be on an internet connection that works now (:
conversations.from: human
conversations.value: Roc Ness: 😁
conversations.from: human
conversations.value: Zazori: I will be ready in 30 mins or so (:
  
  sorry for the wait :S
conversations.from: human
conversations.value: Zazori: Okiiees! :D
  
  You are now standing in the corridor, dark and spooky as it is.
  To the left of you, you can see a door on the north wall.
  The corridor also continuous on, but further than you can see.
  
  About 50 very, very small spiders climbs around on the door.
  
  Ooc - Notte
   
   Spoiler 
  
  Spot check please. :D
  How high on the wall do you poke?
   
conversations.from: human
conversations.value: Roc Ness: OoC:   (1d20+7)[ 9 ]  Spot
  
  The collapsible pole extends to 12ft in length. I dunno how far up the wall that reaches for a halfling riding a goat, though.
conversations.from: human
conversations.value: term1nally s1ck: Necropoke.
conversations.from: human
conversations.value: term1nally s1ck: I can take this over if you still wish to play?
conversations.from: human
conversations.value: Roc Ness: Nah, don't worry. I think the NED isn't quite my style, the endless paranoia seems to be a tad annoying.