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Tier 2 – The Arbiter’s Justice

**Tier 2 play**

As the sun dipped below the horizon, casting a warm golden hue over the bustling town of Eldergrove, the air was thick with anticipation. The townsfolk whispered nervously about a series of mysterious disappearances that had plagued their peaceful community. Shadows danced in the flickering lantern light, and the scent of roasted meats and spiced ale wafted through the streets, drawing adventurers to the local tavern, The Gilded Griffin.

Inside, the atmosphere was lively, with laughter and music filling the air. Yet, a palpable tension lingered beneath the surface. The barkeep, a burly dwarf named Thrain, beckoned the party over, his brow furrowed with concern. "You lot look like you can handle yourselves. We could use your help. Folks have been vanishing, and last night, I overheard a group of cloaked figures speaking of a 'justice' that goes far beyond the law."

Thrain leaned in closer, his voice dropping to a conspiratorial whisper. "They say there's a hidden cult in the Whispering Woods, led by a figure known only as The Arbiter. They believe they can deliver their own brand of justice, and it seems they're targeting anyone who opposes them. We need brave souls to investigate this cult and put an end to their twisted plans."

As the adventurers accept the quest, they gather their gear and set out into the twilight, the path to the Whispering Woods illuminated by the silvery glow of the moon. The woods are alive with sounds—chirping crickets, rustling leaves, and the occasional hoot of an owl. As they delve deeper, the air grows colder, and an eerie stillness envelops them.

After navigating through the dense underbrush, the party stumbles upon a clearing where a makeshift altar stands, surrounded by flickering candles and strange symbols etched into the ground. In the center, a robed figure, The Arbiter, stands with an air of authority, flanked by a handful of followers who seem entranced by his words.

The Arbiter, a charismatic yet sinister figure, raises his arms, proclaiming, "Justice will be served! Those who stand against us will be silenced!" His eyes gleam with fervor, and the party realizes they must intervene before the cult can enact their violent plans.

**Boss Enemy: The Arbiter**

– **Race:** Human

– **Class:** Warlock (Pact of the Tome)

– **HP:** 45

– **AC:** 15

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

– **Special Ability:** "Cultist Call" – Once per encounter, summon 2d4 cultists to aid him in battle.

As the party confronts The Arbiter, they must navigate not only the physical threat of his dark magic but also the psychological manipulation of his followers, who may be swayed to join the fight against the adventurers. Will they be able to thwart this insidious plot and uncover the truth behind the disappearances, or will they fall victim to the twisted sense of justice that The Arbiter seeks to impose? The fate of Eldergrove hangs in the balance.

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