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: Agent_0042: OOC THREAD  
  
  The afternoon sun beats down on you; the air is hot and still. The sparsly settled lands of the Elsir Vale are starting to grow monotonous, with a seemingly endless line of dusty flyspecks of towns. The town of Drellin's Ferry lies a few miles ahead of you. It's a settlement hard on the borders of the Witchwood, and the best place to begin exploring the nearby forest.
  
  @Cedric, Methuselah
  Occasional hobgoblin raids are pretty much part of life in the Vale, as you've been informed upon arrival, but rumors of an organized force to the west have been creeping their way towards Bristol. Under orders from Lord Jarmaath, the two of you have been dispatched to Drellin's Ferry, which as the westernmost settlement in the region is the most vulnerable to any such force, to assess the threat.
  
  @Kiril
  Your travels have lead you to this unfamiliar and largely uninhabited land. Though your senses are nowhere near as honed as your mentor, as you progress westwards you can't help but feel a growing disquiet. Whether that's simply anxiety or a sign of dark events to come, you're unsure. Drellin's Ferry should function as a decent base of operations as you investigate.
  
  @Griever, Nissorra
  After the infiltrating that last Red Hand camp, among the items you've recovered is an old map. In addition to the usual towns and landmarks, one location stands out - Vraath Keep. Neither of you have heard of it, and it appears on no other map of the region. Being only a couple of days travel from Vraath's Keep, Drellin's Ferry could be in imminent danger if the Keep is a Red Hand garrison. Should the two of you attempt to warn them, though, they'd likely have a less than favorable impression. Hence, you've offered to guide three foreign travellers who seem to be heading in the same direction. Hopefully, they'll lend an air of credibility to whatever you have to say, and assist you in dealing with whatever awaits at the Keep.
  
  OOC
   
   Spoiler 
  Go ahead and make a perception check with your intro post
   
conversations.from: human
conversations.value: THEChanger: Kiril gazed about him, obviously uncomfortable.   "Let us make haste.  Something is not right here." 
   
   Spoiler 
  Well, I don't have any ranks in Perception skills, nor an ability mod for them.  Oh well.  D20s.
  Spot- (1d20)[ 10 ] 
  Listen- (1d20)[ 2 ] 
   
conversations.from: human
conversations.value: Merellis: Methusaleh spared a glance at Kiril while still looking at his surroundings, no telling when something might jump out at them. " Agreed, sooner we make it to Drellin's Ferry the better. " As per the usual for this scruffy character, his hand was close to the quiver of arrows at his side, the other holding tight to his bow.
  
  
   @OOC 
   
   Spoiler 
   (1d20+10)[ 11 ]  SPOT
   (1d20+10)[ 30 ]  Listen
  
  +4 to the roll when dealing with Goblinoids
  
  So a 1 followed by a 20, this may not bode well. 🫤
   
conversations.from: human
conversations.value: userpay: Nissora's ear twitches as the others voices come forth after so long a silence. As if to refute their nervousness she actually yawns, while it might be hot the sun certainly felt good on the catfolk. " Thats the entire purpose of us making this journey no? "
   
   Spoiler 
  spot  (1d20+4)[ 12 ] 
  listen  (1d20+12)[ 28 ] 
   
conversations.from: human
conversations.value: Aneurin: Griever mutters something unintelligible under her breath, that may or may not be about humans complaining as she walks along behind them, bundled in her furs and leathers, using her staff as a walking stick.
  
   
   Spoiler 
  Spot:  (1d20+2)[ 7 ] 
  Listen : (1d20+3)[ 21 ] 
   
conversations.from: human
conversations.value: halfdragon62: Cedric's hand creeps to the handle of his greatsword as he walks, his eyes darting back and forth, and his ears tuning for footfalls besides those of his companions
  
  Listen: [ROLL/]1d20+1[/ROLL]
  Spot: [ROLL/]1d20+1[/ROLL]
conversations.from: human
conversations.value: halfdragon62: Listen:  (1d20+1)[ 5 ] 
  Spot:  (1d20+1)[ 2 ] 
conversations.from: human
conversations.value: Agent_0042: The road crests a small rise and descends into a dusty grove in a large, shallow dell. An abandoned farmhouse, partially visible through the trees, stands on one side of the road. You've passed a dozen spots much like this one already today, but this one feels wrong. Then you glimpse the glint of mail behind the trees on either side of the road. Something is moving out there. Hobgoblins.
  
   
  The party is around the shaded area of the road. Since these hobgoblins failed utterly at hiding, you all spot them with ease. You notice four of them total; with twelve o'clock being north, they are at the one o'clock, four o'clock, six o'clock, and nine o'clock positions.
  
  OOC:
   
   Spoiler 
  I'll roll initiative in combats for you people, to get things started faster. Figure out your actions as you wait for your turn to come up, and post as soon as it does.
  
   INITIATIVE ORDER: 
  DM
  Griever:  (1d20+1)[ 18 ] 
  Nissorra:  (1d20+5)[ 15 ] 
  Methuselah:  (1d20+3)[ 15 ] 
  DM
  Kiril:  (1d20+2)[ 7 ] 
  Cedric:  (1d20+2)[ 7 ] 
  DM
   
conversations.from: human
conversations.value: Agent_0042: From the one o'clock and nine o'clock hobgoblins, two arrows come whizzing out of the undergrowth towards the most imposing party members, Cedric and Kiril...
  
   
   Spoiler 
  
   Attacking Cedric 
   (1d20+3)[ 5 ] 
   (1d8+1)[ 5 ] 
   Attacking Kiril 
   (1d20+3)[ 9 ] 
   (1d8+1)[ 7 ] 
   
  
  ...and miss them.
conversations.from: human
conversations.value: Aneurin: Griever spits out a curse in goblin, and scans the treeline, then whistles for her dog to come to heel and steps into the middle of the group and begins to mutter and chant in goblin.
  
   
   Spoiler 
  Casts Bless, +1 morale bonus on attack rolls and saves against fear to all allies in a 50ft burst.
   
conversations.from: human
conversations.value: userpay: As quick as the arrows fly by her fellow party members Nissora's blades come to hand. Continuing the swing from drawing the weapon she spins around and seems to swipe at empty air, yet some sort of fiery trail leaps forth towards one of the hobgoblins.
   
   Spoiler 
  Okay so I'm in the Lightning Skirmish stance, swift to use burning blade, full round action to use Rising Wind. While you've given us directions you didn't give us distances, the range is 35 ft so I can only hope one of them is within range. Preferably one of the ones that shot the arrows. Otherwise change my action from using Rising Wind to charging for a similar effect.
  Attack  (1d20+7)[ 10 ] 
  Damage  (1d6+1)[ 5 ]  Fire  (1d6+5)[ 6 ] 
  Attack  (1d20+7)[ 10 ] 
  Damage  (1d6)[ 5 ]  Fire  (1d6+5)[ 7 ] 
   
conversations.from: human
conversations.value: Merellis: With a quick growl in his throat, Methusaleh savagely fits an arrow to his bow and takes aim at the hobgoblin that is at the nine o'clock position.
  
  @OOC
   
   Spoiler 
  
  Rapid Shot to the nine o'clock position.
  
   (1d20+8)[ 21 ]  Attack Roll 1
   (1d8+7)[ 13 ]  Damage Roll 1
   (1d20+8)[ 16 ]  Attack Roll 2
   (1d8+7)[ 12 ]  Damage Roll 2
  
  And I supposedly forgot to add Knowledge (Local) to my list of knowledge's to grab, go me. Lol.
  
  Edit: If it hits, he counts as flanked until attacked again.
   
  
  
  @OOC
   
   Spoiler 
  
  Spell Prepared [Hunter's Mercy]
   
conversations.from: human
conversations.value: Agent_0042: So it seems I didn't mention distances. All four hobgoblins are within 40 ft of the party's location. My mistake.
  
  Nissora's fiery assault travels wide, missing the hobgoblin entirely. On the other hand, Methuselah's aim is more true, with the first arrow hitting dead-on and knocking its target out of the fight.
  
  Four and six o'clock take aim at the new most dangerous target, the sniper...
  
   
   Spoiler 
  
   Attacking Methuselah 
   (1d20+3)[ 14 ] 
   (1d8+1)[ 6 ] 
   (1d20+3)[ 4 ] 
   (1d8+1)[ 3 ] 
   
  ...and miss, as well.
conversations.from: human
conversations.value: halfdragon62: Cedric draws his composite longbow, takes aim at the hobgoblin at 6 O'clock and fires
  
  Attack:  (1d20+7)[ 8 ] 
  Damage:  (1d8+2)[ 8 ] 
conversations.from: human
conversations.value: THEChanger: Kiril smiled.  The cursed hobgoblins thought they posed a threat to his companions and himself.  How amusing.  Dashing out towards one of the archers, Kiril let loose a terrifying war-cry.   "By the Cerulean Light!"   He slashed down upon the goblin, raw Incarnum guiding his hand.
   
   Spoiler 
  Ahem.
  CHARGE!!!!!
  Charging at 6 o' clock goblin.  Cobalt Charge is up with one Essentia point.  Power Attacking, taking a -2 for +2 damage.
  Attack Roll- (1d20+9)[ 22 ] 
  Damage Roll- (1d8+6)[ 14 ] 
  
  If this hob survives, he is now the designate of my Midnight Dodge Feat, which means I get +1 AC against him.  Otherwise, I designate hob 1 o' clock.
   