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Tier 2 – The Shimmering Veil of Eldoria

Tier 2 play

For this session, provide a Party of 5 adventurers at level 8.

**Setting the Scene: The Shimmering Veil of Eldoria**

In the heart of the mystical realm of Eldoria, a shimmering veil of magic cloaks the ancient forest of Lirael. The air is thick with the scent of blooming moonflowers, and the gentle hum of arcane energy vibrates through the trees. Legends tell of a hidden glade deep within this enchanted forest, where the fabled Heartstone—a powerful artifact said to amplify magical abilities—lies guarded by ancient spirits.

**Adventure Hook: The Call to Action**

The adventurers find themselves in the bustling town of Greymire, where rumors swirl about a series of strange occurrences: magical surges disrupting spells, villagers disappearing, and eerie lights flickering in the woods at night. The town’s mayor, a worried elf named Elowen, beseeches the party to investigate the source of these disturbances. She believes the Heartstone has awakened, drawing the attention of dark forces.

**Exploration Component: The Enchanted Forest**

As the party ventures into the forest, they are greeted by vibrant flora and fauna, but also by magical traps and illusions that test their resolve. The path twists and turns, leading them to various encounters:

1. **Whispering Willows**: Trees that seem to murmur secrets. A successful Wisdom saving throw allows a party member to glean valuable information about the Heartstone's location.

2. **Fey Tricksters**: Mischievous sprites that challenge the party to a game of riddles. Winning grants them a boon; losing may result in temporary confusion or a minor curse.

3. **The Glade of Echoes**: A serene clearing where the adventurers can rest. Here, they may encounter a spectral guardian who offers cryptic advice about the Heartstone and its protectors.

**The Enemy: The Corrupted Guardian**

As the party approaches the Heartstone’s glade, they are confronted by the Corrupted Guardian—a once-noble spirit now twisted by dark magic. The Guardian, a towering figure of shimmering light now marred by shadows, wields the power of the forest against intruders.

**Boss Stats: Corrupted Guardian**

– **Armor Class**: 15

– **Hit Points**: 120

– **Speed**: 30 ft.

– **Abilities**:

– **Multiattack**: The Guardian makes two melee attacks.

– **Shadow Strike**: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) necrotic damage.

– **Guardian’s Wrath (Recharge 5-6)**: The Guardian unleashes a wave of dark energy in a 30 ft. radius. Each creature in that area must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

– **Legendary Actions**: The Guardian can take 3 legendary actions, choosing from the options below:

– **Shadow Step**: Move up to half its speed without provoking opportunity attacks.

– **Corrupting Touch**: One creature within 10 ft. must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.

**Conclusion: The Heartstone’s Fate**

Upon defeating the Corrupted Guardian, the party can choose to either cleanse the Heartstone, restoring balance to the forest, or harness its power for themselves. Each decision leads to different consequences: a restored harmony in Eldoria or a new source of immense power with unforeseen repercussions.

As the adventurers return to Greymire, they carry with them tales of bravery, the weight of their choices, and perhaps a fragment of the Heartstone’s magic, forever altering their destinies in this high-magic, high-fantasy world.

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