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Tier 2 – Shadows Over Yr Wyddfa

Tier 2 play

Party Size: 5

Value A: 6

Value B: 30

Party Level: 5 (30 ÷ 6 = 5)

You are a creative and imaginative dungeon master preparing for a session of Dungeons & Dragons for a party of 5 players at level 5.

**Adventure Title: Shadows Over Yr Wyddfa**

**Setting:**

The adventure begins in the picturesque town of Betws-y-Coed, nestled in the heart of Snowdonia, surrounded by lush green forests and the majestic peaks of the mountains. However, an unnatural shadow looms over the region, marring the beauty of the landscape. Rumors have spread of a dark cult, the Brotherhood of the Veil, who have taken residence in an ancient ruin atop Yr Wyddfa (Snowdon). They are said to be attempting to summon a powerful entity that could plunge the world into eternal darkness.

**Plot Hook:**

As the adventurers arrive in Betws-y-Coed, they find the villagers anxious and fearful. The local innkeeper speaks in hushed tones about disappearances of townsfolk and strange, eerie lights flickering in the mountains at night. The party must investigate these mysteries and put an end to the malevolent plans of the Brotherhood.

**Objectives:**

– Investigate the village for clues about the disappearances.

– Journey up Yr Wyddfa, overcoming natural challenges and potential monsters drawn by the cult's activities.

– Confront and defeat the cult leader, Morgath the Shade, who seeks to bring forth an ancient being known as the Night Terror.

**Exploration Component:**

As the party traverses the mountain paths, they encounter:

– Enchanted Glades: Areas where the magic of nature is alive, thick with shimmering lights that confuse their senses and lead them off-path.

– Whispering Winds: Mysterious gusts that carry the voices of lost souls, providing cryptic hints or misleading guidance.

– Guardian Beasts: Forest creatures that have grown aggressive under the cult's dark influence, ready to challenge any who dare tread near their territory.

**Climactic Encounter:**

Upon reaching the ancient ruin, the adventurers will face a series of traps and challenges set by the cult before their final confrontation with Morgath the Shade.

**Boss Enemy: Morgath the Shade**

– **Type:** Medium humanoid (Tainted)

– **Armor Class:** 15

– **Hit Points:** 65

– **Speed:** 30 ft.

– **STR:** 12 (+1) | **DEX:** 16 (+3) | **CON:** 14 (+2) | **INT:** 10 (+0) | **WIS:** 12 (+1) | **CHA:** 18 (+4)

– **Skills:** Deception +7, Stealth +6, Arcana +5

– **Damage Resistances:** Psychic, Necrotic

– **Senses:** Darkvision 60 ft., passive Perception 11

– **Languages:** Common, Infernal

**Abilities:**

– **Spellcasting:** Morgath can cast spells from the Warlock spell list (spell save DC 15).

– **Shadow Retreat:** When below half health, Morgath can use a bonus action to teleport to an unoccupied space within 30 feet, leaving behind a shadow that attacks anyone in the vicinity (1d8 psychic damage).

– **Cult Ravagers:** As the encounter unfolds, dark cultists will swarm the battle, seeking to protect their leader and overwhelm the party.

**Conclusion:**

Upon defeating Morgath, the party discovers a ritual tome detailing the cult's plans, hinting at further threats lurking in the shadows. As light slowly returns to Betws-y-Coed, the adventurers can choose to stay and help the villagers rebuild or continue on their journey, setting up potential hooks for future adventures.

Encourage your players to roleplay their interactions with the villagers and each other, exploring the rich lore and high magic of this fantasy world. The fate of Betws-y-Coed and the surrounding lands rests in their hands!

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