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Tier 2 – The Festival of Sparks A Battle Against the Pyromancer

**Tier 2 play**

In the vibrant realm of Eldoria, where the skies shimmer with hues of violet and gold, the village of Thistledown is abuzz with excitement. The annual Festival of Sparks is upon them, a celebration of magic and innovation. This year, however, a dark shadow looms over the festivities. Rumors swirl of a mysterious figure known as the Pyromancer, who has been spotted near the village's famed Hexham House, an ancient structure rumored to be imbued with powerful arcane energies.

As the party arrives at Thistledown, the air crackles with anticipation and the scent of sweet pastries mingles with the fragrant blossoms of summer. Villagers bustle about, their laughter ringing through the streets, but their smiles fade as they recount tales of the Pyromancer's threats: “He claims he’ll destroy Hexham House before the festival ends!” they whisper, fear etched on their faces.

The party is approached by the village elder, a wise old elf named Eldrin, whose eyes twinkle with both concern and hope. “Adventurers, we need your help! The Pyromancer seeks to harness the magic of Hexham House for his own nefarious purposes. We fear that if he succeeds, it will unleash chaos upon our village and beyond.”

The elder tasks the party with two objectives: first, to investigate the strange occurrences around Hexham House, and second, to confront the Pyromancer before he can enact his plan. The ancient building, standing tall and proud, is surrounded by a field of wildflowers that dance in the gentle breeze, hiding secrets amidst their vibrant petals.

Upon arriving at Hexham House, players will notice strange scorch marks on the ground and flickering lights that play tricks on the eyes. As they explore the premises, they discover enchanted traps set by the Pyromancer, designed to deter any would-be heroes. The party must use their wits and skills to navigate these magical obstacles—perhaps a riddle inscribed on an ancient stone, or a puzzle involving the alignment of mystical sigils.

As night falls, the party will confront the Pyromancer in a dramatic showdown. The villain, cloaked in robes of fire and shadow, wields flames with a flick of his wrist, his eyes burning with malevolence. He cackles as he prepares to unleash a devastating spell that could obliterate Hexham House.

**Boss Enemy Stats: Pyromancer**

– **HP:** 60

– **Armor Class:** 15

– **Attack:** Fire Bolt (Ranged Spell Attack: +7 to hit, 2d10 fire damage)

– **Spellcasting:** Can cast spells up to level 3 (e.g., Fireball, Scorching Ray)

– **Special Ability:** Flame Surge – once per encounter, can create a wave of fire that deals 3d6 fire damage in a 15-foot cone (DC 15 Dexterity save for half damage).

As the battle rages, the party must utilize their abilities strategically, perhaps combining spells to create barriers against the flames or using the environment to their advantage. After a fierce encounter, should they manage to defeat the Pyromancer, the magic of Hexham House will be preserved, and the village will be safe once more.

In the aftermath, the villagers will celebrate the party's bravery, and the Festival of Sparks will continue, now infused with tales of heroism and magic. The party, hailed as champions, will leave Thistledown with newfound friends and perhaps a few magical trinkets as tokens of gratitude. The adventure will not only test their skills but also their courage and camaraderie, echoing in the hearts of the villagers for years to come.

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