Too Many Druids, Not Enough Beserkers
Curse of Strahd
= = = = = = = = = = = = = = = = = = = =
Session 33 – 2021-08-21
= = = = = = = = = = = = = = = = = = = =
Session Summary
Session 33 – Too many druids, not enough berserkers!
We started off tonight’s session in the thick of it, three druids and seven of there henchmen. Some of us focused on the druids while the rest of us focuses on the henchmen. The tree took a hit with another fireball. Over a short period of time, we took them out. And turned out attention to the tree again.
As luck would have it, and some interesting rules, Zanfyr was able to stand there and use his Call Lightning spell for ten minutes, hitting the tree every six seconds. The spell does 3d10 damage which has an average role of 15. A tree doesn’t have a dexterity so I assume it fails a dex save which means it takes the full damage each time. 15 times 10 hits per minute equals 150 points of damages a minute, times ten minutes equals 1500 points of damage. It’s different if the creature being attacked has a dex save but still well over 1,000 points. He fried it, others burned it, and when he could, Dain axed it, not a question, but I mean he took an ax to it. I hope that wasn’t considered appropriating the Ebonics culture!
After we mostly obliterated the tree, Dain was going to take time to turn it into a bon fire but Snoggly thought we should go below the tree first and make sure there wasn’t anything down there to deal with. We entered the hole and made our way down a tunnel lined with roots and mud, until we came to a rather large chamber. We had everyone hold back while the stealthier folk snuck in a took up places from which to ambush attackers.
Haldar was the first to see an enemy. Misty and Rinn were not at a good angle to see them. It was dim down here and though our dark vision helped a lot, there were still folk just out of our field of vision. Misty teleported in closer, using the shadows. Rinn messaged Dain and the others to start sneaking in while he looked down a side passage. Seeing nothing, he turn to move to the next opening so he could see what was down there but as he moved towards it, he was struck by 3 green glowing balls of energy. It came from some behind him, in the hallway he had already examined.
After being struck, and before he was able to get away and hide, he was struck by a Call Lightning spell. He ran away and picked a spot from which to hide. His skills are best suited to ambush, not being ambushed. The battle grew quickly as we were assaulted by at least 5 druids, a rather large Goliath of sorts wielding a large battle ax, rats, and some more of those reckless henchmen. A few good hits and a well placed, sculpted, fireball, took out the bulk of the henchmen. Misty cast silenced on the staff of the Druid that called down the lightning where she hoped it would prevent them from being able to control the lightning and use it against anyone else.
When the session ended, the five druids were still standing but only three henchmen were left and one pile of rats. And thus, we were done! It is druid 1’s turn to go.
