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Tier 2 – The Corruption of Aranthor A Quest in Eldoria

**Tier 2 play**

In the vibrant realm of Eldoria, where the shimmer of enchantment dances in the air, your party finds itself in the quaint town of Windmere. Nestled between the Whispering Woods and the Azure Cliffs, this serene village is renowned for its breathtaking landscapes and powerful elemental magics. Recently, however, a dark cloud looms over the town—an ancient force, long imprisoned beneath the grounds of the Whispering Woods, has begun to stir once more.

As the sun dips below the horizon, casting hues of orange and purple across the sky, villagers gather at the town square, their faces etched with worry. The town elder, a wise and frail figure named Eldra, implores your party for assistance. “The Elemental Guardian of the Wind, Aranthor, was once a benefactor of our lands. But he has been corrupted by dark magic. The wind that once carried the whispers of hope now screams with chaos. We must restore balance before he wreaks havoc upon Windmere.”

Your mission begins at the edge of the Whispering Woods, where the air crackles with arcane energies. Dense foliage shrouds your path, and whispers of long-lost spirits seem to weave through the branches. As you delve deeper into the heart of the woods, you encounter luminous flowers that bloom with an ethereal glow.

Suddenly, the wind picks up, swirling violently around you, and from the shadows emerges a creature of twisted fury—the Wind Wraith. This malevolent spirit, once a guardian of the skies, has been warped by the corruption of Aranthor. With a haunting howl, it charges towards your party.

**Wind Wraith**

– **HP:** 45

– **AC:** 14

– **Attack:** Whirlwind Slash (Melee): +6 to hit, 2d8 slashing damage

– **Special Ability:** Tempest Gale — The Wind Wraith can unleash a blast of wind in a 30-foot cone. Each creature in that area must make a DC 14 Strength saving throw, taking 3d8 force damage on a failed save or half as much on a successful one.

Defeating the Wind Wraith will reveal a hidden path that leads deeper into the woods, adorned with ancient runes that pulse with power. As your party decipher these runes, they will uncover clues about the source of Aranthor’s corruption: a hidden temple dedicated to the Wind Elementals, now overrun with dark creatures and chaotic energy.

Navigating to the temple will involve solving magical puzzles and avoiding traps infused with wind magic, testing your party’s cunning and resourcefulness. Along the way, enchanted gusts might reveal secrets of the woods and lead them to powerful artifacts that can aid in their confrontation with Aranthor.

Upon reaching the temple, the climax of your one-shot unfolds. Aranthor, infused with darkness, stands before your party, a magnificent yet terrifying sight, with gales swirling around him like a storm. The heroes must employ strategy, utilizing the artifacts acquired along the way and their own abilities to restore the Guardian to his original form.

Victory will not only mean saving Windmere but also restoring the balance of nature in Eldoria, as the wind returns to its soft whispers, carrying tales of bravery and adventure into the hearts of all who hear it.

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