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Tier 2 – Shadows of Neonvale The Veil’s Grasp

**Tier 2 play**

In the vibrant city of Neonvale, where the skyline is a jagged silhouette against a backdrop of perpetual twilight, a sense of unease has begun to ripple through the streets. The once-bustling metropolis, known for its dazzling lights and high-tech wonders, now whispers of a dark force lurking in the shadows. Rumors swirl of a mysterious figure known only as "The Veil," who has been abducting individuals with unique powers, leaving behind only echoes of their trauma.

As the party gathers in a dimly lit tavern, the air thick with the scent of spiced ale and roasted meats, they overhear hushed conversations about the recent disappearances. A local informant, a jittery half-elf named Lirael, approaches them, her eyes darting nervously. "You have to help! My sister was taken by The Veil, and I fear she’s not the only one. They say she’s been seen near the old factory district, where the neon lights flicker like dying stars."

The party must navigate the treacherous streets of Neonvale, where danger lurks around every corner. They will encounter various factions, each with their own agendas regarding the powers that have emerged in this dark age. Some seek to harness these abilities for their own gain, while others wish to protect those who suffer from their trauma.

As they delve deeper into the investigation, they discover that The Veil is not merely a kidnapper but a powerful entity born from the collective pain of the city’s inhabitants. This being can manipulate shadows and fears, drawing strength from the traumas of its victims. The party learns that to confront The Veil, they must first face their own fears and traumas, unlocking the true potential of their powers.

**Encounter: The Veil**

**Boss Stats:**

– **Name:** The Veil

– **Type:** Shadow Entity

– **HP:** 120

– **AC:** 15

– **Attack:** Shadow Grasp (Melee Attack, +7 to hit, 2d10 necrotic damage)

– **Special Ability:** Fearful Presence (All creatures within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. They can repeat the saving throw at the end of each of their turns.)

The final confrontation takes place in the heart of the factory district, where the flickering neon lights cast eerie shadows. The Veil emerges from the darkness, its form shifting and swirling like smoke. As the party engages, they must not only combat this formidable foe but also confront their own pasts, drawing strength from their shared experiences to overcome the darkness.

Victory will not only free Lirael’s sister but also liberate the city from the grip of fear, allowing the citizens of Neonvale to reclaim their lives and powers. The party’s journey through trauma and healing will resonate throughout the city, transforming them into beacons of hope in a world shrouded in darkness.

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