Tier 2 – The Eye of the Storm
**Tier 2 play**
In the high magic realm of Eldoria, the air crackles with the remnants of a powerful tempest known as Storm Bert. For three days, this chaotic storm has unleashed its fury upon the land, bringing heavy rain, fierce winds, and blinding snow. As the storm finally begins to abate, the townsfolk of Windmere emerge from their shelters, hearts heavy with sorrow. The toll from the storm has been steep—at least three lives lost, homes damaged, and crops ruined. But amidst the devastation lies a darker truth—whispers of an ancient artifact hidden within the Eye of the Storm, a mystical jewel said to control weather itself.
Your party finds themselves in Windmere, tasked by the local council to investigate the strange occurrences surrounding the storm. Was it merely a natural disaster, or something far more sinister? The townsfolk are wary, recounting tales of shadowy figures seen dancing in the storm clouds and eerie voices carried by the wind. As you gather information, you learn that the storm has revealed a hidden cave at the edge of the forest, a place once thought to be merely a myth.
As the party approaches the cave, the air grows thick with magic, swirling with the remnants of the storm. The entrance is adorned with ancient runes, shimmering faintly in the dim light. A sense of foreboding hangs over the area, and the ground is littered with remnants of the storm—twisted branches, shattered stones, and the occasional glint of metal.
Inside the cave, the party must navigate treacherous terrain, battling against lingering elemental forces unleashed by the storm. The walls of the cave pulse with energy, and every step echoes with the sound of distant thunder. Here, they will face the true source of the chaos—a malevolent storm elemental, Tempestus, who seeks to harness the power of the Eye of the Storm for his own dark purposes.
**Boss Enemy: Tempestus**
– **Type**: Elemental
– **HP**: 85
– **AC**: 15
– **Attack**: Multiattack (2 Lightning Strikes)
– **Damage**: 2d10 Lightning Damage per strike
– **Abilities**:
– **Storm Surge**: Once per encounter, Tempestus can create a wave of thunderous energy, forcing all players within 15 feet to make a DC 15 Dexterity saving throw or take 3d10 Thunder Damage.
– **Whirlwind**: As a reaction, Tempestus can create a swirling gust that pushes players back 10 feet unless they succeed on a DC 13 Strength saving throw.
The party must gather their wits, harness their magic, and work together to confront Tempestus. Only by defeating him can they hope to retrieve the Eye of the Storm, restore balance to Windmere, and uncover the truth behind the storm that wreaked havoc on the town.
As the session unfolds, encourage your players to explore their surroundings, interact with the nervous townsfolk for clues, and use their skills creatively to overcome the challenges posed by the storm and the elemental. Engage their senses with vivid descriptions of the cave's atmosphere, the crackling energy, and the ever-present threat of the tempest, making this one-shot a thrilling adventure in a world of high magic and fantasy.