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Tier 2 – The Curse of the Abyssal Wyrm

**Tier 2 play**

In the vibrant coastal town of Brixham, the sun casts a golden hue over the bustling marketplace, where merchants hawk their wares and townsfolk share tales of the sea. However, beneath the cheerful facade lies a dark undercurrent: a recent outbreak of a mysterious water parasite has plagued the town's fishing industry, leading to an alarming decline in the once-thriving economy.

As the party arrives, they are greeted by the anxious faces of the townspeople, who whisper of strange occurrences in the waters surrounding the harbor. Fish have begun to die in droves, their bodies riddled with grotesque lesions, and the once-bountiful catches have dwindled to nothing. The mayor, a stout dwarf named Thrain Stonefist, approaches the adventurers, desperation etched across his face.

"Please, brave souls! Our livelihood is at stake. We need you to investigate the source of this blight. It seems to stem from the old ruins of an ancient temple submerged in the bay. But beware! Many who have ventured near have not returned."

The party must gather information from the locals, who share tales of eerie lights flickering beneath the waves and unsettling sounds echoing from the depths. They learn of a legendary creature known as the Abyssal Wyrm, said to be a guardian of the temple, now corrupted by the parasite.

As they prepare to set sail, the party can purchase supplies from the market, including potions, enchanted fishing gear, and maps detailing the underwater ruins. The atmosphere is thick with tension as they embark on their quest, the salty breeze carrying the scent of adventure and danger.

Upon reaching the ruins, the party must navigate treacherous waters filled with jagged rocks and swirling currents. As they explore the submerged temple, they encounter remnants of ancient magic and traps set to deter intruders. Shadows flit just beyond their vision, hinting at the lurking threat.

Finally, they confront the Abyssal Wyrm, a massive, serpentine creature with iridescent scales that shimmer in the dim light. Its eyes glow with a malevolent intelligence, and it lashes out with tendrils of corrupted water, attempting to ensnare the adventurers.

**Abyssal Wyrm Stats:**

– HP: 80

– AC: 15

– Attack: Tentacle Strike (Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage and must succeed on a DC 15 Constitution saving throw or take an additional 10 (3d6) poison damage.)

– Special Ability: Corrupted Waters – Once per encounter, the Wyrm can create a 20 ft. radius of difficult terrain filled with parasitic water, causing 1d6 poison damage to any creature that starts its turn within the area.

As the battle unfolds, the party must utilize their skills and teamwork to overcome the creature and cleanse the waters of the parasite. Victory will not only restore the town's economy but also earn them the gratitude of the townsfolk, who will celebrate their bravery with a grand feast, ensuring their names are forever etched in the annals of Brixham's history.

Will the adventurers succeed in their quest, or will they become another tale of woe whispered among the townsfolk? The fate of Brixham rests in their hands.

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