Session 033
Review Charactes
Scenes
Yester Hill Fight
1. The Monologues & Dialogue
The Opening (Boxed Text)
Trigger: When the party climbs the hill and spots Strahd gazing into the Wall of Fog.
The wind howls atop the hill, carrying the scent of ozone and wet earth. Standing at the edge of the cliff, staring into the swirling mists, is the Devil himself. He sits atop his burning nightmare steed, motionless.
Without turning to look at you, his voice cuts through the thunder, calm and resonant.
"Look past the fog. Do you see it? The towers of ancient achievements. The land of my birth. It is a lie, of course. A cruel memory etched into the mist."
He finally turns, his eyes burning like red cinders. He gestures to the wooden statue and the chanting druids.
"These savages believe I am the Land itself. They wish to birth a monster in my name to purge the weak from the valley. I am curious to see if their faith is... potent. Do try not to disappoint me."
The Ritual Progression (Timed Banter)
Use these lines to mark the passage of time and the escalation of the threat.
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Rounds 1-3 (The Statue Pulses):
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"Do you hear it? The heartbeat of the mountain. It has been asleep for so long."
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"Focus, children. Your blood must boil if you wish to wake the wood."
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Rounds 4-7 (The Roots Glow):
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"See how the veins spread? The corruption is not a disease; it is an evolution."
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(If a PC is knocked prone/grappled): "The mud embraces you. It knows you belong to it."
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Rounds 8-9 (The Tree Cracks):
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"It comes. The timber fractures. The ancient rage demands a form!"
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"Too late now. The seed has taken root."
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Round 10 (Wintersplinter is Born):
- "Magnificent. A blight to scour the valley clean. Rise, Wintersplinter. Go forth and feast."
Reactions to Player Actions
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If a PC attacks Strahd directly:
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Action: He ignores the attack (Shield/Heart of Sorrow) or moves out of range effortlessly.
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Dialog: "I am not your opponent today. Look to the soil, little ones. Your death grows there."
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Dialog: "Do not bore me with your steel. I am watching history being made."
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If the PCs kill a Chanting Druid:
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"One voice falls silent. Another must take up the song. Do not falter!"
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"Their blood only waters the roots. You fuel the very thing you seek to stop."
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If the PCs destroy the Statue/Stop the Ritual:
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Tone: Cold disappointment, but respectful.
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Dialog: "Silence... The song is broken."
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(He turns his horse away): "It seems their faith was weak. Or perhaps... you are stronger than I anticipated. Keep the gem. Let us see if it brings you more luck than it brought them."
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2. Lair Actions (Environmental Hazards)
Since Strahd is not using his turn to cast Fireball or bite people, he uses Lair Actions on Initiative Count 20 (losing ties) to manipulate the battlefield.
Choose one effect per round to harass the party.
A. The Lord's Weather (Control)
Strahd gestures to the sky, bringing the storm down upon the party.
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Effect: Heavy rain and wind buffet the hill. Until initiative count 20 on the next round, the entire hilltop is heavily obscured (blindness beyond 10 feet) and all ranged weapon attacks are made with disadvantage.
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Narrative: "The sky weeps at your insolence."
B. Lightning Strike (Damage)
Strahd points a finger at a cluster of PCs.
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Effect: A bolt of lightning strikes a point he can see. Each creature within a 10-foot radius must make a DC 17 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much on a successful one.
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Narrative: "The storm obeys only one master."
C. Grasp of the Ancients (Crowd Control)
Strahd commands the mud and roots beneath the party.
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Effect: Skeletal roots burst from the ground. Two target creatures must succeed on a DC 17 Strength saving throw or be Restrained. A creature can use its action to make a DC 17 Strength check to free itself.
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Narrative: "Barovia holds you fast."
D. The Nightmare's Terror (Zoning)
Strahd's Nightmare, Beucephalus, flares its mane.
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Effect: Beucephalus exhales a cloud of brimstone. One creature within 60 feet must succeed on a DC 15 Wisdom saving throw or be Frightened of Strahd and the Nightmare until the end of its next turn.
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Narrative: "Look into the eyes of hell and despair."
Yester Hill Combatant Breakdown
The Core Encounter (Area Y3 - The Statue)
These are the enemies present when the ritual begins.
1. The Circle (The Casters)
- Quantity: 6 Druids
- Role:
- 1 is the "Chanter" (Action: Chant, no attacks).
- 5 are "Defenders" (Action: Multiattack/Spells to push PCs back).
- Why 6? You need enough bodies to act as a buffer. If the PCs kill the Chanter, one of the remaining 5 must stop fighting and start chanting. This creates a dwindling resource of attackers as the fight progresses.
2. The Wall (The Meat Shields)
- Quantity: 6 Berserkers
- Role: Grapple, Shove, and block movement. They are hiding in the earth (hidden graves) and rise when the PCs get close.
- Why 6? They have high HP but low AC. Their job isn't necessarily to kill the PCs, but to absorb damage and prevent the Paladin/Ranger from rushing the Chanting Druid.
The Hazards & Bosses
3. The Orchestrator
- Quantity: 1 Strahd von Zarovich (on Beucephalus)
- Role: Environmental Hazard / Lair Actions only. He hovers 30-40ft up or stands on the Wall of Fog.
- Combat: He generally does not roll initiative attacks unless attacked directly.
4. The Result (Failure Condition)
- Quantity: 1 Wintersplinter (Tree Blight)
- Role: The Boss.
- Trigger: Appears only if the ritual completes (Round 10).
Objects with HP (Destructible Targets)
- The Wooden Statue: AC 10, 50 HP (Immune: Poison/Psychic).
- Goal: Destroying this stops the ritual immediately.
- 50 HP - 41
- The Gulthias Tree: AC 15, 250 HP.
- Goal: Hard to kill, but killing it kills all Blights nearby.
Optional: The "Tuning Knob" (Reinforcements)
If the Paladin smites two Berserkers in Round 1 and the Wizard Fireballs the Druids, the fight might end too fast. Keep these in reserve just in case.
- Twig/Needle/Vine Blights:
- Quantity: 2d6 (Mixed)
- Trigger: If the fight is too easy, have them erupt from the Gulthias Tree (Area Y4) and rush into the flank of the party.
Yester Hill Encounter Tracker
Objective: Stop the Ritual (10 Rounds) or Kill Wintersplinter.
Strahd's Status: Observer/Hazard. DC 17 Saves.
| Round | Visual Cue | Strahd's Lair Action (Init 20) | Notes |
|---|---|---|---|
| 1 | Statue chest glows bright green. | The Lord's Weather (Disadv. Ranged) | PCs spot hidden enemies. |
| 2 | Hum/Vibration starts. | Grasp of the Ancients (Restrain) | |
| 3 | Green light pulses rapidly. | Lightning Strike (3d10 dmg) | |
| 4 | Roots at statue base glow. | The Nightmare's Terror (Fear) | |
| 5 | Light travels 10ft underground. | The Lord's Weather | |
| 6 | Light travels 30ft underground. | Grasp of the Ancients | |
| 7 | Light reaches the Tree roots. | Lightning Strike | |
| 8 | Tree bark cracks/bleeds sap. | The Nightmare's Terror | |
| 9 | Tree shakes violently. | The Lord's Weather | Last chance to stop it! |
| 10 | WINTERSPLINTER SPAWNS | Strahd Departs | Boss Fight begins. |
Stat Blocks
- Druid: https://www.dndbeyond.com/monsters/5194976-druid
- Needle Blight: https://www.dndbeyond.com/monsters/5195141-needle-blight
- Twig Blight: https://www.dndbeyond.com/monsters/5195242-twig-blight
- Vine Blight: https://www.dndbeyond.com/monsters/5195252-vine-blight
- Wereraven: https://www.dndbeyond.com/monsters/17377-wereraven