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Tier 2 – Betrayal in Greymere

**Tier 2 play**

In the vibrant realm of Eldoria, where magic weaves through the very fabric of life, a shadow has fallen over the town of Greymere. Whispers of betrayal ripple through the streets, carried by anxious villagers and the rustling of parchment. The venerable council, once a beacon of hope and unity, now stands fractured, embroiled in corruption and deceit. Rumors abound that a sinister figure known only as Baron Farage has struck a nefarious deal with none other than the enigmatic billionaire Elon Musk, promising wealth in exchange for power over Greymere.

Your adventurers find themselves summoned to the town square by the desperate mayor, a worn man with worry etched into his features. As they gather, he presents them with two crumpled notes, the ink still fresh and legible: "We have been betrayed" and "Musk ready to bankroll Farage." The air crackles with tension as the townsfolk look on, their eyes filled with both hope and dread.

The mayor implores the party to uncover the truth behind these papers. They must delve into the heart of Greymere’s troubles, navigating through the tangled web of corruption that ensnares the town. Clues point to a hidden lair beneath the ancient ruins at the edge of the forest, where Farage is rumored to be meeting with Musk's agents to finalize their treacherous alliance.

As they embark on their quest, the party will encounter various challenges, including:

1. **Investigative Challenges**: Gather information from the townsfolk, each with their own secrets and perspectives. Some may offer assistance, while others may lead them astray.

2. **Exploration Component**: Traverse the mysterious forest, where enchanted creatures lurk behind the trees, and ancient traps guard the hidden entrance to the ruins.

3. **Combat Encounter**: Upon reaching the ruins, the party confronts Baron Farage’s loyal henchmen—a group of mercenaries skilled in both martial and arcane arts.

### Basic Stats for Baron Farage (Boss Enemy)

– **Armor Class**: 15

– **Hit Points**: 80

– **Speed**: 30 ft.

– **Attack**:

– Multiattack: Baron Farage makes two attacks.

– **Weapon Attack**: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

– **Arcane Blast**: Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 18 (4d6) force damage.

– **Special Abilities**:

– **Corrupting Influence**: As a bonus action, Farage can impose disadvantage on a player’s next attack roll.

– **Planar Escape**: Once per encounter, Farage can teleport up to 30 feet to an unoccupied space he can see.

As the adventurers delve deeper, they must decide how to confront Farage. Will they negotiate with him, hoping to turn him against his benefactor, or will they resort to combat, seeking to dismantle his plans by force? The fate of Greymere hangs in the balance, and the choices they make will echo through the ages.

As the adventure unfolds, the party will not only battle foes and uncover secrets but will also face moral dilemmas. The true nature of betrayal and loyalty will be tested, forcing them to consider what they stand for in this magical world of intrigue and deception. Will they emerge as heroes, or will they too become pawns in a grander game? The answer lies within their actions as they navigate the high-stakes environment of Greymere.

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