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Tier 2 – The Mystery of the Derailed Train in Eldergrove

**Tier 2 play**

In the vibrant land of Eldoria, where magic flows as freely as the rivers, the tranquil village of Eldergrove is known for its lush gardens and vibrant flora. However, a recent calamity has shaken the community to its core. Just beyond the garden of the elder family—a well-respected lineage known for their legendary herbal remedies—a train has derailed inches from their vibrant patch of nightbloom flowers, scattering soil and debris everywhere.

This train, a marvel of engineering and magic, was transporting rare arcane materials intended to amplify the magics of the region. As the villagers gather to assess the damage, whispers of foul play ripple through the air. The elder, a wise and aged figure with eyes alight with worry, implores the party to uncover the mystery behind the derailment. Was it mere negligence, or something more sinister?

**Investigation Components:**

1. **Gathering Clues**:

– The party can explore the scene of the derailment, noticing strange markings etched into the ground—an arcane sigil faintly glowing beneath the rubble.

– They may interview townsfolk who claim to have seen shadowy figures lurking near the tracks days before the incident.

– A visit to the local train depot reveals that several cargo crates containing magical artifacts are missing, leaving behind traces of burnt rubber and a strong scent of ozone.

2. **Exploring the Tracks**:

– Following the trail of destruction, the party can traverse a nearby forest where enchanted creatures dwell. They may encounter a mischievous fae who offers riddles for information or hints toward the culprits responsible for the derailment.

– Deep within the woods, they discover an abandoned hideout marked by old tracks and rusted machinery. Here, they might uncover journals detailing a sabotage plan orchestrated by a rogue faction that aims to control the magical resources of Eldoria.

3. **Confrontation**:

– As they piece together the clues, the party learns that the leader of this faction, a cunning warlock named Malakar, has taken refuge in the derelict station that was once a vital junction of the railways. The final showdown occurs here, culminating in a clash amidst the remnants of the lost technology.

**Boss Enemy Stats: Malakar the Warlock**

– **HP**: 65

– **AC**: 15

– **Attack**: Eldritch Blast +6 to hit, 1d10 + 4 force damage

– **Spells**:

– *Mage Armor*

– *Invisibility*

– *Hold Person*

– **Abilities**:

– *Shadow Manipulation*: Can create difficult terrain in a 15-foot radius around him once per encounter.

As the party confronts Malakar, he reveals his intent to harness the power of the arcane materials for his own dark ambitions. Will they thwart his plans and restore peace to Eldergrove, or will the rogue warlock's scheme plunge the land into chaos? The fate of the village rests in their hands as they navigate through treachery, espionage, and the ever-present threat of powerful magic.

With each decision made, the players weave a tale of bravery and valor in a world where every moment is imbued with magic and the quest for justice.

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