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Tier 2 – The Alchemist of Shadows A Race Against Time

**Tier 2 play**

In the vibrant realm of Eldoria, renowned for its lush landscapes and powerful magic, a peculiar event has unfolded. The sun is setting over the bustling town of Brightwell, casting a golden hue upon the cobblestone streets. In the heart of this lively settlement, a shadowy figure has been spotted lurking near the old clocktower, rumored to be a gateway to hidden realms.

As fate would have it, our adventurers find themselves imprisoned within a rusting cage suspended precariously over a bubbling cauldron of glowing green acid in the depths of a forgotten underground lair. The air is thick with the pungent, acrid scent of the acidic fumes mixing with the moisture of the damp cavern. Droplets of the viscous liquid occasionally splash against the metal bars of the cage, creating a rhythmic plopping sound that echoes around the dark chamber.

Barely audible over the clattering of chains, the wizard clears his throat, an air of urgency in his voice. “I just sent a message to my wife; she should be here to save us soon.”

The rogue raises an eyebrow, glancing up from his attempts to pick the lock of the cage, "Wait, you’re married?"

Ignoring the rogue's shocked expression, the paladin raises a hand. "More importantly, what is she going to—"

Before he can finish his thought, a massive explosion rocks the very foundation of the lair. The walls tremble, releasing a shower of dust and debris, while the torches flicker ominously. From the chaos emerges a sinister figure: the Alchemist of Shadows, a rogue mage who has been conducting forbidden experiments with the acid below. Dressed in tattered robes adorned with glowing sigils, he wields a staff that crackles with chaotic energy.

**Boss Enemy: Alchemist of Shadows**

– **HP:** 45

– **Armor Class:** 13

– **Attack:** Acidic Blast (Melee Spell Attack +6 to hit, range 60 ft., one target): 2d8 + 4 acid damage.

– **Special Ability:** Shadow Concoction (Recharge 5-6): Create a cloud of poisonous gas in a 20-foot radius. All creatures in the area must succeed on a DC 14 Constitution saving throw or take 3d6 poison damage and be poisoned for 1 minute.

Tension fills the air as the party realizes that their time is running out. The alchemist grins wickedly, eyes glinting with malice as he raises his staff, preparing to unleash a torrent of his twisted magic.

Every second counts. The adventurers must not only find a way to escape the cage but also quell the alchemist's nefarious plans before the explosive chaos consumes them all. Will they work together to free themselves and confront this dark foe, or will they succumb to the depths of despair?

Their fate hangs in the balance as they delve into the mysteries of the Alchemist's lair, faced with puzzles, traps, and the ever-looming threat of the acid below. Adventure awaits, and only the bravest will emerge victorious!

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