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Tier 2 – The Heart of Amara

**Tier 2 play**

In the bustling city of Eldergrove, where the golden rays of the sun dance upon the cobblestone streets and the air is thick with the fragrance of blooming jasmine, rumors swirl of a long-lost artifact—the Heart of Amara. This legendary gem, said to possess the power to control the ebb and flow of magic across the realm, has fallen into the hands of a nefarious cult known as the Shadowed Veil. They plan to use its powers to plunge Eldergrove into eternal darkness.

Your players find themselves drawn into this unfolding mystery during their visit to the Whispering Tavern, a cozy establishment where adventurers and townsfolk share tales over hearty meals. As they enjoy their drinks, a frantic townsman bursts through the door, his eyes wide with fear. He speaks of strange occurrences—a surge of dark magic, shadows creeping through the streets at night, and townsfolk disappearing without a trace. He pleads for help, offering a modest reward for anyone brave enough to investigate the cult’s hideout in the nearby Whispering Woods.

The journey to the Whispering Woods is fraught with intrigue. As the party navigates the dense foliage, they hear whispers carried on the wind, and the trees seem to shift ominously in their periphery. The deeper they venture, the more the air thickens with an otherworldly energy, hinting that they are not alone.

Upon reaching the cult's lair, an ancient, crumbling stone structure entwined with dark vines, they must confront the cultists who guard the Heart of Amara. The flickering torches cast eerie shadows, revealing robed figures chanting in a forgotten tongue. A sense of urgency compels the adventurers to act quickly, for the cult is on the verge of awakening the artifact’s dark powers.

**Boss Enemy: Cult Leader Malakar**

– **HP**: 80

– **AC**: 15

– **Attack**: Dark Bolt (Spell Attack +7, Range 60 ft, 3d8 necrotic damage)

– **Special Ability**: Shadow Step (Once per turn, Malakar can teleport up to 30 feet to an unoccupied space in dim light or darkness.)

– **Spell Slots**: 3rd Level (2 slots: Can cast spells like *Darkness*, *Hold Person*, and *Ray of Enfeeblement*)

As the adventurers engage in battle, they must also navigate the crumbling architecture and avoid traps set by the cultists. The final confrontation with Malakar will not only test their combat prowess but also their ability to think strategically and use their surroundings to their advantage.

Should they succeed in defeating Malakar and reclaiming the Heart of Amara, the party will have a choice—to restore the gem to its rightful place in the Eldergrove Temple, securing the city's safety, or to harness its power for themselves, with all the potential consequences that may follow.

The session culminates with the adventurers returning to the tavern, heroes in the eyes of the townsfolk, their names forever etched into the annals of Eldergrove’s history, as whispers of their bravery spread throughout the realm. Will they choose the path of heroism, or will the allure of power lead them astray? The fate of Eldergrove now rests in their hands.

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