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Tier 2 – The Frost Wraith’s Revenge A Quest at Arcanum Academy

**Tier 2 play**

As the sun sets over the vibrant city of Eldoria, the air hums with a magical energy. Glittering lights from the enchanted lanterns illuminate the cobblestone streets, inviting adventurers into the heart of the city. You gather your party in the bustling marketplace, where merchants hawk their wares—potions bubbling in glass vials, mystical artifacts shimmering under the twilight, and the tantalizing aroma of exotic foods wafting through the air.

Rumors swirl about a recent incident at the prestigious Arcanum Academy, where students were found in a compromising situation during a ski trip to the Frostpeak Mountains. The headmaster has mysteriously vanished, leaving the academy in chaos. The once-lively halls are now filled with whispers of dark magic and treachery. The council has called upon brave souls to investigate the academy and uncover the truth behind the headmaster's disappearance.

Your party receives a letter from the council, detailing the urgency of the situation. They suspect that a malevolent force may be at work, manipulating the students and causing unrest. The academy, known for its powerful enchantments and scholarly pursuits, is now a shadow of its former self. As you make your way to the academy, the air grows colder, and an unsettling silence blankets the area.

Upon arrival, the grand gates of the academy creak open, revealing a sprawling campus shrouded in an eerie mist. The once-vibrant gardens are now overgrown, and the walls of the main building are adorned with arcane symbols that flicker ominously. As you explore the academy, you encounter students who are frightened and confused, sharing tales of strange occurrences—objects moving on their own, ghostly apparitions, and whispers echoing through the halls.

Your investigation leads you to the library, where ancient tomes reveal a dark ritual that was interrupted during the ski trip. The headmaster, it seems, had been experimenting with forbidden magic, attempting to harness the power of the Frostpeak itself. The disturbance has awakened a sinister entity, known as the Frost Wraith, that now haunts the academy, seeking revenge for its disturbed slumber.

**Boss Encounter: Frost Wraith**

– **Type:** Undead

– **Armor Class:** 15

– **Hit Points:** 120

– **Speed:** 0 ft., fly 60 ft. (hover)

– **Abilities:**

– **Cold Aura:** All creatures within 10 feet take 10 (3d6) cold damage at the start of their turn.

– **Chilling Touch:** +8 to hit, reach 5 ft., one target. Hit: 22 (4d10) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.

– **Ghostly Form:** The Frost Wraith can move through objects and creatures as if they were difficult terrain.

As the party confronts the Frost Wraith, the chilling air thickens, and the very essence of fear seeps into their bones. The battle will test their courage and resolve as they seek to banish the wraith and restore peace to the academy.

With the entity defeated, the truth about the headmaster’s fate will be revealed, leading to new alliances, further adventures, and perhaps a deeper exploration into the mysteries of magic that lie within the Frostpeak Mountains. Will your party uncover the secrets of the academy and restore its honor, or will they fall victim to the dark forces that linger in the shadows? The adventure awaits!

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