IMTHEBUS

Tales from my life, learning, teaching and freelancing with MS Excel

Quick tips

Tier 2 – The Curse of the Sea Witch

**Tier 2 play**

As the sun sets behind the distant mountains, casting long shadows over the forest of Eldergrove, a sense of foreboding hangs in the air. The vibrant hues of twilight dance among the trees, whispering secrets known only to the ancient beings that inhabit these woods. A gentle wind rustles the leaves, carrying with it the faint sound of rushing water. Your party stands at the edge of the forest, where the trees thicken and a mysterious phenomenon has been reported—the River Aeloria has risen unnaturally, flooding nearby areas and threatening the villages downstream.

Gathered in the comforting glow of a nearby campfire, you decipher the rumor—something sinister is stirring beneath the waters, disturbing the balance of nature. The village elder, a wizened old woman with eyes that shimmer like the stars, implores you to seek the source of this calamity. She speaks of a dark presence, an ancient sea witch named Vellara, who was imprisoned long ago but has since found a way to break free, seeking vengeance against those who confined her.

As your party ventures deeper into the forest, the sounds of nature fade, replaced by an eerie silence. The air grows colder, and a shroud of mist envelops the path ahead. Suddenly, the ground trembles beneath your feet, and the river nearby begins to bubble ominously. Before you can react, shadows emerge from the depths of the water—twisted forms of creatures long forgotten, corrupted by Vellara’s magic.

**Enemy Encounter: Corrupted River Spirits**

– **HP:** 50

– **AC:** 14

– **Attacks:**

– *Water Whip:* +6 to hit, 1d10 + 3 slashing damage

– *Drown:* Targets one creature, DC 13 Strength saving throw or take 2d8 necrotic damage and become restrained.

These river spirits, once guardians of the waters, now seek to protect their mistress. To proceed, your party must defeat them, using strategy and skill to overcome the twisted magic that binds them.

Upon vanquishing the spirits, the path leads you to a hidden waterfall cascading into a serene pond. Within its depths lies Vellara’s lair, a cavern adorned with bioluminescent flora illuminating the dark. A powerful aura emanates from this place, and you can almost hear the siren’s call beckoning you closer.

As you enter the lair, Vellara appears, her beauty mesmerizing yet terrifying, adorned in seaweed and shells that glimmer with the light of trapped souls. She seeks to reclaim her power, and you must decide whether to confront her in combat or perhaps use clever negotiation to learn how to restore balance to the river.

**Boss Enemy: Vellara, Sea Witch**

– **HP:** 80

– **AC:** 15

– **Special Abilities:**

– *Spellcasting:* Vellara can cast spells from the Sorcerer list (up to 3rd level).

– *Tidal Wave:* 3d8 bludgeoning damage, DC 15 Strength saving throw to avoid knockdown.

– *Charm of the Depths:* DC 14 Wisdom saving throw or be charmed for 1 minute.

Whether it ends in a fierce battle or a cunning diplomacy, the fate of the river—and the villages downstream—hinges on your party's choices. Will you restore peace to Eldergrove, or will darkness continue to flow through its waters? The adventure awaits!

Leave a Reply

Your email address will not be published. Required fields are marked *

I accept that my given data and my IP address is sent to a server in the USA only for the purpose of spam prevention through the Akismet program.More information on Akismet and GDPR.