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Previously on Tomb of Annihilation

Starring:
Mannix, level 6 Human Inquisitive Rogue/Wizard
Khaless, level 6 Half-Drow Assassin Rogue
Gillian, level 6 Triton Bard of Whispers
George, level 6 Tortle Battle Master Fighter/Rogue
Therin, level 6 Hill Dwarf Druid of the Moon

The party continues the knock-down, drag-out fight with the firenewts of Hrakhamar, resulting in our second all-combat session in as many weeks.

We ended last week in a precarious position. Therin-saurus was surrounded by Firenewts in the smelter. Mannix had drank a potion, turned himself into a giant octopus, and was facing down a horde of angry striders, the firenewts’ surprisingly powerful mounts. The party was separated, severely weakened, and there were plenty of enemies left on the board.

Therin made the smart call to get the hell out of the firenewt-filled semlter, retreating down the tunnel to rejoin his comrades, losing his wildshape in the process. The best move he made was to produce a scroll of Sleet Storm, blocking off the tunnel behind him. Sleet Storm doesn’t do any damage but given the firenewts’ predilection for fire, I made them very anxious about the sudden icy storm, essentially taking several units out of the battle and giving him an effective retreat.

D&D

Khaless helped kill the warlock in the tunnel, prompting everyone to finally gather together in the western cart bay tunnel. Gillian (played by Heather this session), unleashed a string of AOE spells on the striders, including Tidal Wave and Shatter, finally taking the fire-breathing bird-lizards down once the others moved up to engage them. Octo-Mannix was hilariously ineffective, except as a big HP meat shield.

The striders were down but the firenewts still had a huge number of armed soldiers. They used their firespit ability, along with a flaming sphere, to destroy Therin’s thorn wall in the northern passage, opening up a path for a phalanx of soldiers to rush in.

Therin summoned another Allosaurus to help tank to the brunt of the attacks, while Gillian unleashed a Wind Wall on its side (1 ft high, 50 ft long) to deal another devastating AOE hit. The dice were not with me on these saves, and the firenewt army began to falter.

With the party rallied, the firenewts began pulling back into the armory. It’s here the PCs have a choice: continue the fight, or pull back themselves. Shockingly no one had gone down, though their collective HP hovered around 30-40% at best. A 7 HP George wanted to give chase but the others began assessing the situation, and may decide to regroup and catch a break after this incredibly bloody battle.

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