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Tier 2 – The Heart of Aeloria (4)

**Tier 2 play**

In the bustling town of Eldergrove, where magic flows as freely as the rivers, a sense of unease hangs in the air. The townsfolk whisper of an ancient artifact, the Heart of Aeloria, said to grant immeasurable power to its possessor. But it has been stolen from the Temple of the Moon, and the balance of magic in the region is fading. The party finds themselves drawn to the tavern, The Wandering Wyvern, where rumors swirl like the smoke from the hearth.

As the party enters, the atmosphere is thick with the scent of roasted meats and spiced ale. The sound of laughter is punctuated by the clinking of mugs, but at the bar, a young woman with tear-streaked cheeks and wild hair is causing a scene. Her name is Lyra, a scholar who dedicated years to studying the cultures of a long-lost civilization.

“Turn that bloody thing off!” she snaps at the bartender, pointing to a magical contraption that plays a haunting melody. “A decade of research, cataloguing their cultures, wasted! Those inconsiderate bastards!”

The party can approach her, sensing her desperation. Lyra reveals that she was present when the Heart of Aeloria was stolen. She believes the thieves are hiding in the nearby Whispering Woods, a place known for its shifting paths and enchanted flora. The woods are said to be protected by magical illusions and mischievous fey creatures.

Lyra offers the party a map she sketched from memory, detailing the last known location of the thieves. As she speaks, the tavern door swings open, and a cloaked figure enters, casting a long shadow across the room. It’s clear that the party must act quickly, for the cloaked figure is one of the thieves, and he carries a fragment of the Heart.

### Adventure Components:

1. **Investigation**: The party must gather information from the tavern patrons about the thieves and the Whispering Woods. They can make Persuasion or Insight checks to glean valuable details.

2. **Exploration**: As the party navigates the Whispering Woods, they will encounter magical phenomena, such as trees that whisper secrets, and glowing flowers that create illusions. They must succeed on Survival checks to avoid becoming lost.

3. **Encounter**: The party will face a group of thieves led by a cunning rogue named Seraphine, who wields a dagger infused with shadow magic.

### Seraphine’s Basic Stats:

– **Armor Class**: 15

– **Hit Points**: 45

– **Speed**: 30 ft.

– **Attack**: Shadow Dagger (+5 to hit, 1d6+3 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take an additional 1d6 necrotic damage)

### Conclusion:

If the party defeats Seraphine and retrieves the Heart of Aeloria, they will restore balance to Eldergrove and earn the gratitude of its people. Lyra, in turn, will offer her knowledge to assist the party in their future endeavors, perhaps even revealing ancient secrets of the PreContact world that she had once studied.

As the sun sets over the horizon, casting a warm glow on the town, the party will leave a lasting legacy in Eldergrove, their names whispered in reverence by those they saved.

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