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Tier 2 – The Dread Sage’s Curse

**Tier 2 play**

In the mystical realm of Eldoria, the once-verdant fields of Althoria have begun to wither under the shadow of a mysterious blight. The townsfolk whisper of a dark force at play, believing it to be the work of the nefarious Dread Sage, a rogue sorcerer who has sworn revenge against the ruling council for an ancient grievance. The towns of Althoria now face rising taxes to fund a defense against this growing threat, leaving many on the brink of ruin.

As the party enters the bustling town of Rivermoor, they are met with a palpable sense of unease. The cobblestone streets, usually filled with laughter and the scent of freshly baked bread, now echo with the hushed conversations of anxious citizens. Colorful banners hang limply, and the tavern, usually a hub of camaraderie, is laden with silence. The local innkeeper, an elderly woman named Marla, approaches the party with desperation in her eyes.

"Adventurers! You must help us! The Dread Sage has taken residence in the old ruins at the edge of the Frostwood. He has commanded dark creatures to ravage our crops, and we can no longer afford to pay the taxes imposed by the council. If the blight continues, we will lose everything. Please, will you confront him and end his curse?"

The party must decide whether to investigate the ruins directly or gather more information from the townsfolk. They might discover that the Dread Sage is not just a sorcerer but a master of illusions, capable of manipulating the minds of those who dare to approach. The townsfolk mention strange sightings at dusk, shadowy figures flitting between the trees, and the sound of eerie laughter echoing through the night.

### Exploration Component

If the players choose to explore the ruins, they will find an ancient stone altar overgrown with vines, pulsating with dark energy. They may also uncover remnants of the Sage's previous victims, their twisted forms still bound by his magic, warning the party of the dangers ahead.

### Investigation Component

If they decide to gather information, they can learn about the Sage's past and the artifact he seeks—an amulet said to grant its wearer unmatched power. The townsfolk share tales of a hidden chamber within the ruins, where the amulet is rumored to be kept.

### The Confrontation

When the party finally confronts the Dread Sage, they find him cloaked in shadows, surrounded by swirling wisps of dark magic. The battle is fierce, with the Sage using illusions to create duplicates of himself, confusing the adventurers. His voice echoes ominously, "Foolish mortals! You cannot defeat me! I will reclaim what is rightfully mine!"

**Boss Enemy Stats: Dread Sage**

– **Hit Points:** 75

– **Armor Class:** 15

– **Attack:** Shadow Bolt (Spell Attack, +6 to hit, 2d10 necrotic damage)

– **Special Ability:** Illusory Clone (Once per encounter, create 3 illusory duplicates to confuse players; all duplicates have an AC of 10 and 1 HP)

– **Legendary Action:** Dark Grasp (1d10 necrotic damage, target must succeed on a DC 14 Constitution saving throw or be frightened until the end of their next turn)

### Conclusion

Should the party succeed in defeating the Dread Sage, they will lift the blight upon Althoria, restoring the land's fertility and freeing the townsfolk from their burdens. The grateful citizens will reward them with treasures and secrets of the land, while the council will reconsider their heavy-handed taxes, realizing the true strength lies in unity against a common foe. The fate of Rivermoor now rests in the hands of the adventurers, as they become legends in their own right.

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