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Tier 2 – The Wraith of the Forgotten (3)

**Tier 2 play**

In the vibrant city of Eldoria, where magic flows through the streets like water, a sudden shockwave disrupts the usual bustling ambiance. The morning sun casts a warm glow on the cobblestone streets, but today it is marred by the dark plume of smoke rising from a nearby terraced house in the neighborhood of Briarwood. The scent of singed wood and scorched earth fills the air, mingling with the sweet aroma of blooming flowers.

As the party gathers in the square, townsfolk chatter nervously, pointing towards the source of the disturbance. Rumors swirl about the explosion — whispers of foul magic and a hidden treasure buried deep within the house. Two residents were gravely injured and now lay in the Eldoria Healing House, their mysterious condition perplexing the city’s healers.

The local magistrate, a stout dwarf named Thrain, approaches the party. His beard bristles with urgency as he explains, “We need brave souls to investigate this calamity. We suspect dark sorcery at play. The injured are speaking of strange shadows and voices that beckoned them. I fear there’s more to this than a mere accident.”

As the party makes their way to the site, they notice a crowd gathering, their faces a blend of curiosity and fear. The house, once a humble abode, is now a smoldering ruin, with debris littering the ground. Ghostly whispers swirl around the area, and the temperature drops ominously.

Upon inspecting the wreckage, the party uncovers arcane symbols etched into the ground — remnants of a powerful spell gone awry. They can feel a malevolent energy lingering, a palpable tension that prickles their skin. Suddenly, a shadowy figure emerges from the ruins, its form shifting and flickering like a candle flame. This is a Wraith of the Forgotten, a creature drawn forth by the dark magic, feeding on the despair of the injured.

**Wraith of the Forgotten**

– **Armor Class:** 13

– **Hit Points:** 45 (6d8 + 18)

– **Speed:** 0 ft., fly 60 ft. (hover)

– **Attack:** Life Drain: +6 to hit, reach 5 ft., one target. Hit: 21 (6d6) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or have its maximum hit points reduced by an amount equal to the damage taken. The Wraith regains hit points equal to the damage dealt.

The Wraith lets out a chilling wail, echoing the pain of the two injured souls. It seeks to drain the life force of anyone who approaches too closely. The party must either confront this specter directly or find a way to dispel the dark energy that has taken root in the rubble.

As they engage, they can also choose to investigate the surroundings for clues that may unravel the mystery of the explosion. Small trinkets and letters scattered amidst the debris hint at a past filled with secrets and hidden treasures. Perhaps the Wraith is merely a guardian of something more significant buried within the ashes of the house.

Will the party confront the Wraith and uncover the truth behind the explosion? Or will they dig deeper into the mystery of the house, risking the wrath of the supernatural forces that dwell within? The fate of Briarwood hangs in the balance as they embark on this perilous journey.

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