conversations: human
conversations:  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: NeverEnding DM:
conversations: human
conversations:  I carefully search the room for traps and secret passages. (If possible i take 20, if not i guess you'll want to roll that)
conversations: saimol:
conversations: human
conversations:  You find the room. You find it really well though.
  
  ....not much else though.
conversations: term1nally s1ck:
conversations: human
conversations:  In that case I try to silently open door a bit and peek inside.
conversations: saimol:
conversations: human
conversations:  Doors in D&amp;D are either open or shut, there's no in-between.
  
  These doors are heavy lead sheets, mounted to slide easily into the wall.
conversations: term1nally s1ck:
conversations: human
conversations:  OK then I listen if i can hear anything from the other side.
  
  [roll0] (listen)
  
  If I hear nothing (most likely considering those are made of lead, still worth a try) I try to open the door.
conversations: saimol:
conversations: human
conversations:  uh one more try
  
   (1d20+4)[ 6 ] 
conversations: saimol:
conversations: human
conversations:  the corridor outside is pitch black, and extends to the south and east.
  
  you cannot make anything else out unless you have fun vision modes or a light-source.
conversations: term1nally s1ck:
conversations: human
conversations:  I take out one of my torches and light it.
conversations: saimol:
conversations: human
conversations:  To the south, the corridor ends in a T-junction after 30', with a split east after 20'.
  
  To the east, the corridor splits north/south after 10', and there's a door north after 30'. The corridor goes on further than your light reaches.
conversations: term1nally s1ck:
conversations: human
conversations:  I silently go south till the split, then i look around the corner using mirror.
  
   (1d20+6)[ 24 ]  (move silently)
conversations: saimol:
conversations: human
conversations:  the corridor goes 10' east, then turns north.
conversations: term1nally s1ck:
conversations: human
conversations:  I go further south till T-junction and look around corners to both sides (again using mirror)
conversations: saimol:
conversations: human
conversations:  10' west, the corridor tuns south.
  
  40' east, it turns north.
  
  After 35' east, there's a red and white bullseye on the floor outside a door north.
conversations: term1nally s1ck:
conversations: human
conversations:  I go west and look around corner.
conversations: saimol:
conversations: human
conversations:  10' south, the corridor turns east.
conversations: term1nally s1ck:
conversations: human
conversations:  I go south and to the same.
conversations: saimol:
conversations: human
conversations:  The corridor east is much much longer than your light reaches. There are no distinguishing features anywhere down the corridor.
conversations: term1nally s1ck:
conversations: human
conversations:  I go this corridor until i see a split or corner.
conversations: saimol:
conversations: human
conversations:  after a short distance, make a reflex save, as the floor crumbels from underneath you.
conversations: term1nally s1ck:
conversations: human
conversations:  ***oh damn forgot to search for traps :) ***
  
   (1d20+5)[ 14 ] 
conversations: saimol:
conversations: human
conversations:  as you fall, you fail to catch the edge, and you take [roll0] damage as you smack into the ground 20' down.
conversations: term1nally s1ck: