INITIATIVE baddies [1d6] = 5 party [1d6] = 1 Why the f*** would the DM roll initiative if the baddies are bound and fleeing?The baddies run! They are able to make it to the edge of the swamp, which brackets the dirt road you followed to the moathouse. They both splash in among the reeds, which provide some protection. You note that the rope that bound the fighter's hands is on the ground at the edge of the fen!
Thurwin casts
sleep on the fighter (they split in opposite directions, not nearly close enough to get both in the spell's area of effect). He disappears among the reeds in the swamp.
Father Redmond casts
hold person on the new master
save vs spells at -2 [1d20-2] = 10-2 = 8 fail which freezes him in the water, which is waist deep. He is on one leg and topples in.
Effric casts
entangle and the reeds begin to dance and warp on both sides of the road, and they grab both parties (
DM ruling: no saving throws).
Tavin Tavin save vs spells [1d20] = 14 success attacks the master but when he gets there he finds him statue-like and drowning, being pulled under in by the reeds.
Calthas holds his attack.
Caydon is apparently so confounded by the fleeing that he takes no action.
Actions? Hit points and marching orderEffric 5/10 <4/2>
--Calthas 10/13
Tavin 9/9 <CLW>
Father Redmond 13/13 <5/3>
Caydon
11/11--Thurwin 5/5 <sleep x2>