Tier 2 – The Heart of the Grove (4)
**Tier 2 play**
As your party gathers in the bustling town of Eldergrove, the scent of baked bread and sweet fruits wafts through the air. Lively music spills from The Merry Minstrel tavern, where townsfolk share tales of bravery and adventure. However, an unsettling rumor has emerged, stealing the cheerful atmosphere. The townspeople whisper of strange happenings in the nearby Whispering Woods—a place once filled with bright, verdant life, now shrouded in an eerie stillness.
The latest adventurers who ventured into the woods have not returned, and the townsfolk are tinged with fear. You, brave adventurers, have decided to investigate. Your journey begins as the sun dips below the horizon, casting long shadows through the towering trees that line the path to the woods. The leaves flutter like whispers from long-lost souls, and a soft wind carries an ominous chill.
As you step deeper into the woods, the atmosphere changes. A dense fog creeps along the ground, wrapping around your ankles as if trying to pull you into the darkness. Suddenly, you come across a clearing dominated by an ancient, gnarled tree with a hollow trunk. The tree radiates a faint blue glow, and upon closer inspection, you discover a curious relic nestled within. This is the Heart of the Grove—a magical artifact said to maintain the balance of nature in the surrounding lands.
However, as you approach the relic, you hear a deep, guttural growl resonating from the shadows. Emerging from the darkness is a formidable enemy—a corrupted treant, twisted and enraged, once a guardian of the woods now driven mad by the artifact's disturbance. Its bark-like skin is thick and resilient, and its limbs sway menacingly, adorned with creeping vines that pulse with dark magic.
**Boss Enemy: Corrupted Treant**
– **Hit Points**: 80
– **Armor Class**: 15
– **Attack**: Slam (+7 to hit, 2d8 + 4 bludgeoning damage)
– **Ability**: Vine Whip (Reach 15 ft., +5 to hit, 1d10 + 3 slashing damage, if hits, must succeed a DC 15 Strength saving throw or be grappled)
As combat ensues, the atmosphere crackles with tension. The once vibrant colors of the woods seem to drain, and the very ground beneath your feet feels alive with magical energy. To defeat the treant, you must not only use your combat skills but also find a way to cleanse the Heart of the Grove, restoring balance to the land.
Options for your players:
– Use spells to weaken the treant or to protect the party.
– Attempt to communicate with the treant, discovering its backstory might offer a peaceful resolution.
– Investigate the surrounding area for clues or items that might aid in combating or purifying the creature.
Should they succeed, balance will return, and the woods will come alive with color once more. The grateful townsfolk of Eldergrove will honor your bravery, and your names will be whispered in tales of heroism for generations to come. But beware—the artifacts of old are never truly left undisturbed for long.