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Tier 2 – The Heart of the Forest (26)

**Tier 2 play**

In a vibrant realm where magic flowed as freely as the rivers, whispers of unrest had begun to surface among the townspeople of Eldergrove. The air crackled with tension as citizens murmured about strange occurrences: livestock vanishing, flickering lights across the forest, and an unnerving sense that something sinister lurked just beyond the trees. It was said that a secretive organization, known only as the Veil, had begun to reemerge, seeking powerful artifacts that could alter the weave of reality itself.

The party finds themselves drawn to Eldergrove, each receiving a letter from a local bard, inviting them to a gathering where tales of heroism and magic would be exchanged. As twilight descends, the warm lights of the tavern flicker invitingly, and the sweet scent of roasted meat fills the air. Yet, beneath the jovial atmosphere, something stirs in the shadows.

Upon entering the tavern, the party notices an anxious bard, gripping a lute tightly. He beckons the adventurers to a corner, his voice barely a whisper. "You must help us! The townsfolk are disappearing, one by one. I fear the Veil is behind this. They seek a powerful relic—a crystal known as the Heart of the Forest. It is said to grant its possessor the power to manipulate the fabric of time itself. If they succeed, who knows what horrors could unfold?”

The bard explains that they have only one lead: an old hermit, rumored to be a former member of the Veil, lives on the outskirts of the town, shunning society after his radical experiments went awry. He might hold the knowledge that could either aid or hinder the party’s quest.

As the party sets forth into the darkened woods, they are met with a series of challenges. They must navigate through enchanted pathways, where illusions may lead them astray, and evade hostile creatures that seem to pulse with the dark energies of the Veil. The rustle of leaves may signal the approach of danger, and the soft glow of will-o'-the-wisps could either guide them or lead them deeper into peril.

Eventually, they reach the hermit's dwelling—a dilapidated shack surrounded by twisted vines and a faint, eerie glow from the windows. The hermit, a frail old man with wild hair and eyes full of untold secrets, warns them of the dangers lurking near the Heart of the Forest. He speaks of a guardian, a creature twisted by the Veil's dark magic, who now protects the relic fiercely. "To retrieve the Heart," he rasps, "you must confront the Shade of the Woods, a former protector turned malevolent spirit."

**Boss Encounter: Shade of the Woods**

– **Type:** Undead Spirit

– **Health Points:** 80

– **Armor Class:** 15

– **Attack:**:

– Ethereal Slash: +7 to hit, 2d10 + 4 necrotic damage.

– Shadow Grasp: Affected targets must make a DC 15 Wisdom saving throw or be frightened for 1 minute.

– **Abilities:**

– **Incorporeal Movement:** The Shade can move through other creatures and objects as if they were difficult terrain.

– **Dark Vision:** The Shade can see in dim light as if it were bright light, and in darkness as if it were dim light.

Armed with this knowledge, the adventurers prepare for the inevitable confrontation with the Shade, knowing that the fate of Eldergrove—and perhaps the world—rests in their hands. Will they recover the Heart of the Forest and return balance to the realm, or will the Veil’s sinister plot plunge the world into darkness? As they plunge deeper into the woods, the echoes of their choices resonate through time and space, shaping the very fabric of reality.

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