There are lots of trees, so Nif moves to one that he can see that is big enough to hide his form and hides to the best of his ability.
Karl stands where he is with his back against the invisible tree, prepared to attack anything dangerous that comes near.
The two individuals step out from behind their invisible trees, both tossing flames — one at Adrom and one at Vondal. (Flame attack vs. Adrom: 15; damage: 7 fire damage; flame attack vs. Vondal: 19; damage: 8 fire damage) The one aimed at Adrom hits the cleric in the chest, but his armor absorbs all of the damage. The one aimed at Vondal looks like it's going to hit, but then something invisible gets in the way and deflects the projectile at the last minute, and the flame just misses the dazed monk. When the dwarfs look back, the two attackers are gone again.
Adrom, you're up! You are (you guess) 30 feet from the two strangers. Movement is difficult terrain.
"Oi stop with the flames shite for brains cant youse see where in the middle of a forest! Or do I 'ave to comne over ta youse and explain it more graphically?"Karl yells out. Exactly how far away are the robed figures.
Adrom looks around at the glade which is clearly not a glade, and also notices Vondal, who appears to be stuck in a daydream, and the cleric decides to stay where he is and prepare for any oncoming attacks.
Vondal, you once again can't take any actions or bonus actions. And you would normally use all your movement to move in a random direction, but you're still restrained.
As it is difficult terrain, you can move 25 feet toward where you last saw one of the flame-throwers using your movement and action, Karl. At the end of the 25 feet, you can make out two humanoids in robes — one a little taller than you and the other shorter than you — hiding behind invisible barriers. Your threat makes them both appear alarmed.
The one closest (taller, five feet away), touches its hand to its chest, and its face and hands suddenly turn brown and scaly like a tree's bark. It then angles its quarterstaff in front of its body and says a short arcane phrase, and its quarterstaff begins to glow with a green light.
The other steps walks the short distance to stand beside its comrade and holds out its hand toward Karl. There is a crack of thunder, and Karl feels the magic push against him. (CON save DC12: 14) Karl squints his eyes and leans into the blast and isn't moved, but he still takes (half of 3 thunder damage).
Adrom, you're up! You still can't see either attacker, as they are both behind the invisible tree the one was hiding behind. You can see Karl is engaged with someone, though, 30 feet away from you. I will say you were watching for attacks, so you saw the short one walk over and disappear again, so you can assume both are together where the taller appears.
As you are hiding, Nif, you feel a warm breeze from your left side. You don't think anything of it until it suddenly smells ... like the place you lived after Karl took you under his wing. Your mind goes blank, and a slight smile spreads your dwarven lips. (Nif, on your next turn, you can do nothing but walk — just movement, no action dash — northeast.)
Vondal, once again, you do nothing (3rd round). Nif, you walk 10 feet northeast (1st round). Karl, you're up!
This post has potentially manipulated dice roll results.
"Oi where are you off to young 'un"Karl says as Nif starts to wander off "come back "ere! stay wit me!"he turns and closes if possible with Nif and grabs him (Grapple = 15)
Sorry; should have clarified. The process of trying to frighten by intimidation is an action. You used your action to dash a total of 25 feet (difficult terrain). So, you said what you said (free action), but could not attempt to intimidate them. We can keep that high roll and use it for this round if you want. You would not, then, be able to attempt to grapple Nif, because that is also an action.
You can disengage instead of intimidating, but then you could only move 10 feet, and Nif is more than 10 feet from you because he could only move 10 feet due to difficult terrain.
Nif, you break free of the vines. You can still move and use a bonus action if you want.
Karl, you can ready an action or ready movement, but not both.
Ready the action then
DM - Stopping a god in his tracks
If Nif can find somewhere to hide he will move there and perform a hide bonus action (Stealth: 17)
Otherwise he will stay where he is, watching warily for signs of the attackers.
There are lots of trees, so Nif moves to one that he can see that is big enough to hide his form and hides to the best of his ability.
Karl stands where he is with his back against the invisible tree, prepared to attack anything dangerous that comes near.
The two individuals step out from behind their invisible trees, both tossing flames — one at Adrom and one at Vondal. (Flame attack vs. Adrom: 15; damage: 7 fire damage; flame attack vs. Vondal: 19; damage: 8 fire damage) The one aimed at Adrom hits the cleric in the chest, but his armor absorbs all of the damage. The one aimed at Vondal looks like it's going to hit, but then something invisible gets in the way and deflects the projectile at the last minute, and the flame just misses the dazed monk. When the dwarfs look back, the two attackers are gone again.
Adrom, you're up! You are (you guess) 30 feet from the two strangers. Movement is difficult terrain.
"Oi stop with the flames shite for brains cant youse see where in the middle of a forest! Or do I 'ave to comne over ta youse and explain it more graphically?" Karl yells out. Exactly how far away are the robed figures.
DM - Stopping a god in his tracks
They are 25 feet from you when you can see them.
We're waiting on Adrom - is that correct?
DM - Stopping a god in his tracks
Ye. I'll give him one more day.
Adrom looks around at the glade which is clearly not a glade, and also notices Vondal, who appears to be stuck in a daydream, and the cleric decides to stay where he is and prepare for any oncoming attacks.
Round 3: ???, Vondal (restrained), Nif (restrained), Karl, attackers, Adrom
1 3
Vondal, you once again can't take any actions or bonus actions. And you would normally use all your movement to move in a random direction, but you're still restrained.
Nif, you're up!
OOC: Didnt Nif free himself? post 2886
If Nif can see one of the attackers he will fire his crossbow at them, if not, he'll wait until they attack his companions and fire then.
Attack: 25 Damage: 13
He will then re-hide, stealth: 21
Yes, Nif, you aren't restrained anymore. Thanks for reminding me.
Nif is holding an action. Karl, you're up!
Karl stomps over to the strangers and waves Hew in their face “I said enough wit da flames - got it!” (Intimidation [strength] = 23
DM - Stopping a god in his tracks
As it is difficult terrain, you can move 25 feet toward where you last saw one of the flame-throwers using your movement and action, Karl. At the end of the 25 feet, you can make out two humanoids in robes — one a little taller than you and the other shorter than you — hiding behind invisible barriers. Your threat makes them both appear alarmed.
The one closest (taller, five feet away), touches its hand to its chest, and its face and hands suddenly turn brown and scaly like a tree's bark. It then angles its quarterstaff in front of its body and says a short arcane phrase, and its quarterstaff begins to glow with a green light.
The other steps walks the short distance to stand beside its comrade and holds out its hand toward Karl. There is a crack of thunder, and Karl feels the magic push against him. (CON save DC12: 14) Karl squints his eyes and leans into the blast and isn't moved, but he still takes (half of 3 thunder damage).
Adrom, you're up! You still can't see either attacker, as they are both behind the invisible tree the one was hiding behind. You can see Karl is engaged with someone, though, 30 feet away from you. I will say you were watching for attacks, so you saw the short one walk over and disappear again, so you can assume both are together where the taller appears.
Adrom walks towards Karl asking Moradin to heal his wounds
(Word of praying: 5 )
while he yells.
”Stop this nonsense! We mean no harm! Why are you attacking us?”
(action dash to move at Karl’s side)
PbP Character: A few ;)
Karl is healed back up to full.
Round 4: ???, Vondal (restrained), Nif, Karl, attackers, Adrom
DM rollz: 5 3 5 4 2
As you are hiding, Nif, you feel a warm breeze from your left side. You don't think anything of it until it suddenly smells ... like the place you lived after Karl took you under his wing. Your mind goes blank, and a slight smile spreads your dwarven lips. (Nif, on your next turn, you can do nothing but walk — just movement, no action dash — northeast.)
Vondal, once again, you do nothing (3rd round). Nif, you walk 10 feet northeast (1st round). Karl, you're up!
"Oi where are you off to young 'un" Karl says as Nif starts to wander off "come back "ere! stay wit me!" he turns and closes if possible with Nif and grabs him (Grapple = 15)
DM - Stopping a god in his tracks
Karl, if you do, you will leave melee range with both strangers. Do you want to do that?
How did the strangers respond to Karl's intimidation - i'm guessing they ignored it?
if they did ignore it can I disengage - i.e. avoid an AOO - in order to go grab Nif who I assume is fairly close?
DM - Stopping a god in his tracks
Sorry; should have clarified. The process of trying to frighten by intimidation is an action. You used your action to dash a total of 25 feet (difficult terrain). So, you said what you said (free action), but could not attempt to intimidate them. We can keep that high roll and use it for this round if you want. You would not, then, be able to attempt to grapple Nif, because that is also an action.
You can disengage instead of intimidating, but then you could only move 10 feet, and Nif is more than 10 feet from you because he could only move 10 feet due to difficult terrain.
Run with the intimidation at first opportunity above all else.
DM - Stopping a god in his tracks