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Tier 2 – The Screaming Seraph

**Tier 2 play**

As the sun sets beyond the horizon, casting a warm golden hue across the sprawling fields of Eldoria, the air thrums with whispered tales of divine wonders and celestial secrets. Your party finds itself in the bustling town of Verenthia, a place renowned for its enchanting markets and the annual Festival of Lights—a celebration that honors the deities of the sky. The townsfolk are abuzz with excitement, but beneath the surface, a dark cloud looms.

You gather near the town’s central fountain, where an ancient stone statue of Zephyria, the goddess of the skies, stands tall. Villagers scatter about, their laughter echoing amidst the sweet scent of roasted nuts and blooming flowers. Yet, amidst this revelry, a chill runs down your spine as you overhear a hushed conversation among a group of worried townsfolk.

“Did you hear?” one whispers, clutching his cloak. “Children have been disappearing since the last full moon. They say the Screaming Seraph is behind it!”

Intrigued and troubled, you decide to investigate further. The Screaming Seraph, a creature of legend, is said to have the power to manipulate the very fabric of reality, drawing souls into its realm. You gather your wits and resolve to uncover the truth behind these vanishings, sensing that the path ahead will lead you closer to a revelation that could shatter the very fabric of belief among the townsfolk.

As night descends, the Festival of Lights begins, illuminating the town with shimmering lanterns and radiant fireworks. However, the joy is juxtaposed with an uneasy air; shadows flicker in the alleys, and the laughter of children is tinged with uncertainty. You must decide your next move:

– **Investigate the Disappearances:** Seek out the families of the missing children. Perhaps they have insights or clues that could guide your quest.

– **Explore the Enchanted Forest:** Just beyond the town lies the Thistledown Grove, a magical forest rumored to be a gateway to other realms. Can it lead you to the Screaming Seraph or the missing children?

– **Confront the Deity’s Avatar:** The festival features an unusual ceremony, during which an avatar of Zephyria is summoned. Is this a chance to plead with the goddess for help, or are the gods indifferent to the plight of mortals?

**The Screaming Seraph**

Boss Enemy:

– **Name:** Screaming Seraph

– **Type:** Celestial

– **Armor Class:** 16

– **Hit Points:** 120

– **Speed:** 30 ft., fly 60 ft.

– **Abilities:**

– **Screaming Wail (Recharge 5-6):** All creatures within a 30-foot radius must make a DC 15 Wisdom saving throw or take 4d10 psychic damage and be frightened until the end of their next turn.

– **Soul Siphon:** Can drain 1d6 hit points from a creature it touches. These hit points are added to its own.

– **Celestial Aura:** All allied creatures within 30 feet gain +2 to saving throws against spells and magical effects.

As you navigate the twists and turns of this one-shot, keep in mind that the children’s fate could uncover a truth about the gods—one that could evoke wonder or dread among the townsfolk. Will you succeed in your mission, or will you unravel something far more complicated than you anticipated? The fate of Verenthia hangs in the balance, and your destinies are intertwined with the divine.

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