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Tier 2 – The Shadow Wisp’s Lure

**Tier 2 play**

In the vibrant realm of Eldoria, where magic flows like the rivers and the skies shimmer with the hues of enchantment, a dark shadow has begun to creep over the peaceful town of Willowdale. The townsfolk, once filled with laughter and joy, now whisper tales of a sinister force that has emerged from the depths of the Whispering Woods.

The party finds themselves in the heart of Willowdale, where the air is thick with tension. The local tavern, The Gilded Griffin, is abuzz with worried chatter. A mysterious figure, cloaked in shadows, has been seen lurking near the woods, and several children have gone missing. The mayor, a stout man with a bushy mustache, approaches the party, desperation etched on his face.

“Adventurers! You must help us! Our children are in grave danger. We believe the culprit is a malevolent fey creature known as the Shadow Wisp. It lures children into the woods with promises of magic and wonder, only to trap them in a realm of nightmares. Please, will you investigate and bring our children back?”

As the party sets out towards the Whispering Woods, the atmosphere shifts. The trees loom tall and twisted, their branches clawing at the sky like skeletal fingers. A thick mist blankets the ground, muffling sounds and creating an eerie silence. The scent of damp earth and decaying leaves fills the air, heightening the sense of foreboding.

Upon entering the woods, the party encounters various magical phenomena: glowing mushrooms that pulse with light, ethereal wisps that flit between the trees, and the distant sound of laughter that echoes unnaturally. They must navigate through this enchanted maze, solving riddles posed by mischievous forest spirits and overcoming magical traps that test their wits and teamwork.

As they delve deeper, they discover a hidden glade where the Shadow Wisp resides. The creature is a swirling mass of darkness, with glowing eyes that pierce through the gloom. It is surrounded by the missing children, entranced and dancing in a trance-like state.

**Boss Enemy: Shadow Wisp**

– **HP:** 60

– **AC:** 15

– **Attack:** Shadow Bolt (Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 2d10 necrotic damage.)

– **Special Ability:** Ensnaring Darkness – Once per encounter, the Shadow Wisp can create an area of magical darkness (15 ft. radius) that lasts for 1 minute. Creatures inside must succeed on a DC 14 Wisdom saving throw or be frightened until they leave the area.

The party must confront the Shadow Wisp, using their skills and spells to free the children from its grasp. As they battle, they can use the environment to their advantage, perhaps igniting the glowing mushrooms to create bursts of light that weaken the creature or using the spirits of the forest to aid them.

Once the Shadow Wisp is defeated, the children awaken from their trance, filled with gratitude and wonder. The party returns to Willowdale as heroes, celebrated for their bravery and skill. The mayor rewards them with enchanted trinkets and the townsfolk sing their praises, ensuring that the tale of their adventure will be told for generations to come.

As the sun sets over Eldoria, the party reflects on their journey, knowing that in a world filled with magic and mystery, their next adventure awaits just beyond the horizon.

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