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Tier 2 – The Aftermath of Wishes

**Tier 2 play**

As the morning sun filters through the tattered curtains of your dimly lit inn room, the aftermath of last night's revelry weighs heavily on your minds. The scent of stale ale and rich spices lingers in the air, a reminder of the wild night spent celebrating your recent adventures. You awaken with a throbbing headache, your vision slightly blurred.

Suddenly, a soft, melodic voice breaks through the fog of your hangover. "Ah, you are awake," it says, as a shimmering figure emerges from a wine bottle perched precariously on the edge of the nightstand. The figure materializes into a radiant genie, her form swirling with vibrant colors and sparkling motes of light. She looks at you with a bemused expression, as if she has seen this all before.

"You already used your three wishes last night," she continues, her tone playful yet serious. "I just want to make sure you remember them despite all that booze!" With a wave of her hand, a shimmering image appears before you, revealing the consequences of your wishes: a powerful artifact, a hidden treasure, and a dangerous enemy awakened by your revelry.

As you gather your senses, the genie explains that your wishes have set in motion a series of events that could spell disaster for the nearby town of Eldergrove. The artifact you wished for is a legendary staff of elemental power, which has drawn the attention of a malevolent sorcerer named Malakar, who seeks to claim it for himself. The treasure you wished for has awakened a slumbering beast beneath the earth, and the enemy you wished to defeat has now been unleashed upon the innocent townsfolk.

The genie offers you a choice: you can either confront Malakar and protect the staff or investigate the beast's lair to prevent it from wreaking havoc on the town. The choice is yours, but time is of the essence. The townsfolk are counting on you, and the genie warns that Malakar is already on the move.

**Adventure Components:**

1. **Confronting Malakar:**

– The party must track down Malakar to his hidden lair, a crumbling tower shrouded in dark magic. The tower is filled with traps and magical creatures that serve the sorcerer.

– **Boss Enemy: Malakar**

– **HP:** 70

– **AC:** 15

– **Spellcasting:** Can cast spells like Fireball, Lightning Bolt, and Shield.

– **Special Ability:** "Arcane Blast" – Deals 3d8 force damage in a 20-foot radius (Recharge 5-6).

2. **Investigating the Beast:**

– The party can choose to delve into the depths of the earth, where the beast, a massive earth elemental, is stirring. The lair is filled with treacherous terrain and elemental minions.

– **Boss Enemy: Earth Elemental**

– **HP:** 85

– **AC:** 17

– **Special Ability:** "Quake" – Causes a tremor, knocking players prone (DC 15 Strength saving throw).

**Conclusion:**

Regardless of which path the party chooses, they will face challenges that test their wits, combat skills, and teamwork. The decisions they make will shape the fate of Eldergrove, and the genie watches with a knowing smile, eager to see how the story unfolds. Will you rise to the occasion and protect the town from the chaos you inadvertently unleashed? The adventure awaits!

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