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Tier 2 – The Curse of Rivermere

**Tier 2 play**

In the vibrant realm of Eldoria, where magic flows like a river and the air hums with the whispers of ancient spells, a shadow has begun to creep over the bustling town of Rivermere. The townsfolk, once filled with laughter and joy, now speak in hushed tones of a mysterious illness that has befallen their children. The local healer, a kindly old woman named Elara, has been overwhelmed by the number of sick, and rumors swirl that something sinister is at play.

The adventurers find themselves summoned to Rivermere by a desperate plea from Elara. As they arrive, the sun dips below the horizon, casting long shadows across the cobblestone streets. The scent of damp earth and blooming nightshade fills the air, mingling with the faint sound of a lullaby sung by worried mothers.

Elara greets the party at the entrance of her modest clinic, her face lined with worry. “Thank you for coming,” she says, her voice trembling. “It’s not just an illness; I fear it’s a curse. Children are falling ill, and their dreams are haunted by a figure cloaked in darkness. I believe it’s connected to the old abandoned asylum on the hill. They say it was once a place of healing, but now it’s a den of despair.”

The party must investigate the asylum, a crumbling structure that looms ominously against the night sky. As they approach, the wind howls through the broken windows, and the air grows thick with an unsettling energy. The entrance creaks open, revealing a dark hallway lined with peeling wallpaper and flickering torches that seem to have a life of their own.

Inside, the adventurers encounter various challenges: spectral apparitions of former patients, twisted remnants of the asylum’s dark past, and puzzles that guard the secrets of the building. They must navigate through the eerie halls, gathering clues about the source of the curse and the identity of the cloaked figure.

As they delve deeper, they discover a hidden chamber filled with arcane symbols and a journal belonging to the former director of nursing, Alison Kelly. The journal reveals her good intentions to heal the sick, but also her descent into madness as she experimented with forbidden magic to save the children. It becomes clear that her spirit now haunts the asylum, driven by regret and sorrow.

**Boss Encounter: Alison's Wraith**

When the party reaches the heart of the asylum, they confront Alison’s Wraith, a tormented spirit bound to the place she once tried to protect. She appears as a translucent figure, her eyes filled with sorrow and rage.

**Alison's Wraith Stats:**

– **HP:** 60

– **AC:** 15

– **Attack:** Ethereal Touch (Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage.)

– **Special Ability:** Haunting Lament (All creatures within 30 ft. must succeed on a DC 14 Wisdom saving throw or be frightened until the end of their next turn.)

The party must defeat Alison’s Wraith, but they also have the option to attempt to communicate with her, offering a chance for redemption. If they succeed in calming her spirit, she may reveal the true source of the curse—a dark artifact hidden within the asylum that must be destroyed to lift the affliction plaguing the children of Rivermere.

As the adventurers navigate the asylum’s horrors, they will uncover not only the truth behind the curse but also the importance of compassion and understanding in the face of despair. Will they bring peace to the restless spirit and save the children, or will they succumb to the darkness that lurks within? The fate of Rivermere rests in their hands.

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