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: Lancaster_Road: The bandits roam through the town, pillaging as they go, and you have been asked to stop them.
  
  We will get started once I have initiatives.
conversations.from: human
conversations.value: Lancaster_Road: Group 1
  Corven Seff
  Timotheus Leon
  Bandit #1
  Gran Dilleron
  Jehrico Simons
  
  Group 2
  Bandit #2
  Bandit #3
  Tekti
  Bandit #4
  Petrova
  Bandit #5
  
  Five bandits stand before you, clad in chain shirts and wielding bastard swords and heavy steel shields.
conversations.from: human
conversations.value: Sir_Chivalry: Timotheus charges with his lances pointed at two bandits within 25ft of each other (two reach weapons)
  
  Using an unstoppable charge.
  
  Attack (primary):  (3d6+26)[ 37 ]  Damage: 7d8+63
  
  Attack (off-hand):  (3d6+26)[ 36 ]  Damage: 7d8+42
conversations.from: human
conversations.value: Sir_Chivalry: Damage:  (7d8+63)[ 90 ] 
  
  Damage:  (7d8+42)[ 65 ] 
conversations.from: human
conversations.value: Chambers: Corven 
  
  Knocking three arrows to his bow as he dashes forward, Corven pulls up and stops behind a post. Leaning around he picks out his targets and lets go, the arrows flying off in different directions.
  
   
   Spoiler 
  
  Move 20ft + Manyshot.
  Should end 30ft away from the enemies.
  
  Each arrow goes to a different enemy.
  Atk 1  (3d6+25)[ 38 ]  Dmg 1  (1d8+12)[ 18 ]  Skirmish Dmg [roll]7d6+2[roll]
  
  Atk 2  (3d6+25)[ 36 ]  Dmg 2  (1d8+12)[ 13 ]  Skirmish Dmg [roll]7d6+2[roll]
  
  Atk 3  (3d6+25)[ 33 ]  Dmg 3  (1d8+12)[ 14 ]  Skirmish Dmg [roll]7d6+2[roll]
  
  HP: 160/160
  AC: 34
   
conversations.from: human
conversations.value: Falconknight06: Gran Dileron 
  
  Gran picks one of the Bandits that hasn't been attacked yet, and moves into attack position, drawing both weapons as he moves. He will then stare the Bandit in the eye and give him the "evil eye"
  
   
   Spoiler 
  Hexblades Curse on Bandit that hasn't been attacked (let's say Bandit #5)
  
  DC 17 Will Save or
  
  penalty on attacks, saves, ability checks, skill
  checks, and weapon damage rolls incurred by a target of the
  hexblade’s curse is –4
  
  Also declaring him my dodge target
   