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Tier 2 – The Shadows of Forgotten Hollow

**Tier 2 play**

In the vibrant realm of Eldoria, where verdant forests whisper ancient secrets and majestic mountains pierce the skies, a shadow looms over the peaceful village of Glenhaven. The villagers speak in hushed tones of a sinister force that has emerged from the depths of the Forgotten Hollow, an ominous grove long shunned by even the most daring adventurers.

Reports have surfaced of mysterious disappearances—families vanishing overnight, leaving only echoes of laughter and unfulfilled dreams in their wake. Whispers weave through the air, hinting that an unspeakable evil has claimed the hollow for its own. It is said that the heart of this darkness lies within an ancient estate, the home of a once-revered matron who had turned to dark magic in her desperation to protect her child from the world outside.

Your party receives a plea from the village elder, urging them to uncover the truth behind the disappearances and confront the malevolent force that has taken root in the hollow. As they venture down the winding path towards the estate, the air grows thick with tension, and the sunless canopy casts eerie shadows that flicker like whispers at the edge of their vision.

Upon reaching the estate, the party notices the once-grand structure is now a crumbling relic of its former glory. Vines creep up the stone walls, and an unsettling quiet hangs over the grounds. The door creaks open, revealing a dimly lit foyer filled with dust-covered furniture, remnants of a life long forgotten. A sense of dread permeates the air, and an unsettling feeling washes over each adventurer.

As they explore the estate, the group stumbles upon clues that tell a harrowing tale: the matron, desperate and alone, had lost her husband to an unknown fate and, in a moment of anguish, resorted to dark magic to protect her only child—a three-year-old girl—hiding her away in a secret chamber. The child had never known daylight or fresh air, ensnared in a world of shadows.

Suddenly, a chilling laugh echoes through the halls, and an apparition materializes before the party. It is the vengeful spirit of the matron, now a twisted version of her former self, with sunken eyes and ghostly, floating hands. Despair fuels her rage, and she demands that the intruders leave her home, warning that they will join the souls trapped within if they refuse.

**Boss Enemy: The Tormented Matron**

**HP:** 80

**AC:** 15

**Attack:**

– *Spectral Grasp:* +7 to hit, 2d8 necrotic damage

– *Wail of Despair:* A 30-foot radius; creatures must make a DC 14 Wisdom saving throw or take 3d6 psychic damage and become frightened for 1 minute.

**Abilities:**

– *Incorporeal Movement:* Can move through objects and walls.

– *Haunt:* Once per turn, when an enemy is hit, they must make a DC 14 Constitution saving throw or be paralyzed until the end of their next turn.

As the party confronts the tormented spirit, they must not only defeat her but also find a way to bring peace to her restless soul. Through creative problem-solving and role-playing, the adventurers may uncover the location of her hidden child and confront their own fears, ultimately deciding whether to end the matron’s suffering or help her find closure. Will they choose to eradicate the darkness, freeing the child from her prison, or will they allow the cycle of anguish to continue? Only their bravery and compassion will determine the fate of Glenhaven.

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