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Tier 2 – The Curse of the Sea Witch (1)

**Tier 2 play**

As the sun dips below the horizon, casting a golden hue over the bustling coastal town of Eldermere, the salty breeze carries whispers of an impending storm. The air is thick with tension, and the townsfolk bustle about, their faces etched with worry. Eldermere, a once-thriving port known for its vibrant trade and lively markets, now stands on the brink of despair. The recent tempest has wreaked havoc on the docks, leaving ships stranded and commerce halted.

The adventurers find themselves drawn to the town, each with their own reasons for being there. Perhaps they seek fortune, or maybe they are simply passing through. However, they quickly learn that the storm's aftermath has awakened something sinister beneath the waves.

As the party gathers at the local tavern, "The Salty Seagull," they overhear hushed conversations about strange occurrences. Fishermen speak of ghostly figures rising from the depths, and merchants lament the loss of their goods to the sea. A frantic town elder approaches the party, desperation in her eyes. “Please, brave souls! We need your help. The port is closed, and our livelihoods are at stake. But it’s not just the storm that troubles us. There are whispers of a sea witch who has cursed our waters, demanding tribute in exchange for safe passage.”

The party must investigate the docks, where the remnants of the storm still linger. As they explore, they encounter eerie sights: abandoned ships rocking gently in the waves, their sails tattered and torn; barnacles creeping over the once-proud vessels, as if nature itself is reclaiming them. The air is thick with the scent of brine and decay, and the distant sound of weeping echoes from the depths.

To uncover the truth, the adventurers must gather clues from the townsfolk and explore the nearby cliffs where the sea witch is rumored to dwell. They may find enchanted items washed ashore, remnants of her power, or perhaps a map leading to her lair. As they piece together the mystery, they realize that the witch is not merely a figment of local legend but a powerful entity who has been wronged by the townsfolk in the past.

**Encounter: The Sea Witch**

When the party confronts the sea witch, they find her in a hidden grotto, surrounded by swirling waters and shimmering illusions. She is a striking figure, with hair like flowing seaweed and eyes that glimmer like the ocean depths.

**Basic Stats:**

– **Name:** Morwenna, the Sea Witch

– **Type:** Spellcaster (CR 3)

– **HP:** 45

– **AC:** 15

– **Spellcasting:** Morwenna can cast spells such as *Fog Cloud*, *Hold Person*, and *Tidal Wave*.

– **Abilities:**

– **Illusory Waves:** Once per encounter, she can create an illusion of a massive wave, forcing players to make a Wisdom saving throw or be frightened for 1 minute.

– **Curse of the Deep:** She can curse a player, imposing disadvantage on their next attack roll.

The party must negotiate with Morwenna, uncovering the truth behind her curse and finding a way to appease her. Perhaps they can offer her a token of goodwill, or they may need to confront the true source of her anger—a betrayal from the past that led to her isolation.

As the adventurers navigate the treacherous waters of diplomacy and combat, they will learn that not all monsters are born from malice, and sometimes, the greatest battles are fought not with swords, but with understanding. Will they restore peace to Eldermere and reopen the port, or will the curse of the sea witch plunge the town into eternal despair? The fate of Eldermere rests in their hands.

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