It's a fantasy role-playing game.

DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, Knowing that time is of the essence, the party debates why they're going to Ripley's chambers. Percy is insistent on seeing Ripley's work for himself, and then he takes The List and presses the barrel gently into her back, mentioning that it's not personal; he's simply a little nervous.
DM: "Understood." She straightens up a little more and continues walking ever so carefully. Not quite leaning her head or making too many large movements, but definitely still keeping a seemingly nervous eye on how quiet the atmosphere is.
Player: I creep over to one of the doors in the room and see if I can hear anything on the other side.
DM: You don't hear anything inside the room. Roll a perception check.
Player: (groans) 14.
DM: You hear some slight, muffled, dull thud noise, but you can't really tell how close it is. It's very, very faint.
Player: Can I see if the door handle is--
DM: (click) It's open.
Player: I step to the side and push it open.
DM: Push it open (creak) The door opens. Everyone before you whips around, hearing the noise in the silence. Looking inside, it appears to be a long-untouched music room, a space for hosting individuals where you would have small performances, and there is a very cold fireplace in the far corner. There is a small, circular window that is placed in the center of the room that has a very thick glass pane with cross bar on it that seems to look out. And this is your first view-- for you, especially, since you woke up in the tunnel-- your first view of the outside.
