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Tier 2 – The Enchanted Woods A Quest for Redemption

**Tier 2 play**

In the enchanted land of Eldoria, where magic flows like a river and the skies shimmer with the hues of fae light, an unsettling mystery has begun to unfold in the quaint village of Willowbrook. This peaceful hamlet, known for its lush greenery and cheerful populace, has recently been plagued by bizarre occurrences. Livestock have gone missing, strange lights flicker in the night sky, and whispers of a haunting melody echo through the forest at dusk.

The townsfolk, desperate and frightened, gather at the town square to plead for brave souls to uncover the source of these disturbances. They speak of a mysterious figure seen wandering the woods — a sorceress known as Lyra, rumored to be the last of an ancient lineage, possessing immense powers that could either protect or destroy.

As the adventurers arrive, the air is thick with tension, and the villagers’ eyes are filled with a mix of hope and fear. They share tales of how Lyra was once a benevolent guardian of the forest, but she has become reclusive, and her magic is said to have twisted into something dark. The party is tasked with investigating the enchanted woods where the peculiar happenings are believed to originate.

**Exploration Phase: The Enchanted Woods**

The journey leads the party deeper into the verdant forest, where the trees seem to whisper secrets, and the vibrant flowers glow with an otherworldly light. As they traverse the winding paths, they must solve puzzles created by the forest itself, such as deciphering the ancient runes that guard the entrance to a hidden grove. The grove is filled with magical creatures, some friendly and eager to share their wisdom, while others are mischievous and will attempt to lead the adventurers astray.

While exploring, the party encounters an ethereal creature known as a Sylph, who reveals that Lyra is trapped in a powerful magic circle, the result of her own creation gone awry. To free her, the adventurers must gather three lost artifacts scattered throughout the forest — the Crystal Tear of the Moonlit Lake, the Ember Heart from the Elder Tree, and the Whispering Wind from the Cliff of Echoes.

**Confrontation Phase: The Sorceress**

Upon collecting the artifacts, the party must return to the grove at the heart of the forest to confront Lyra. As they arrive, they find her surrounded by swirling shadows, her once serene presence now distorted by dark magic.

**Boss Enemy: Lyra the Sorceress**

– **HP**: 80

– **AC**: 15

– **Spells**:

– *Fireball* (3d6 damage, AoE)

– *Charm Person* (DC 15)

– *Shadow Bolt* (2d8 damage)

– **Abilities**:

– *Dark Aura*: All creatures within 10 feet take 1d4 psychic damage at the start of their turn.

– *Escape into Shadows*: Once per battle, Lyra can become invisible for one turn.

**Resolution Phase: The Choice**

As the adventurers engage Lyra, they must decide whether to fight her or attempt to free her from the shadowy grasp. If they successfully use the artifacts to break the circle and restore her to her former self, she can teach them powerful spells, imparting knowledge that will aid them in their future adventures. If they choose to battle her, the victory will be bittersweet, as they will lose a potential ally in the fight against dark forces lurking in Eldoria.

The session culminates in the party standing at the crossroads of magic and morality, where their choices will shape the future of Willowbrook and perhaps even the wider world. Will they bring light back to the darkness, or will they seal their fate in battle? The night is alive with possibilities, and the adventure awaits.

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