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Tier 2 – The Heart of Verdancy

**Tier 2 play**

As dusk settles over the vibrant town of Eldervale, a sense of unease permeates the air. The townsfolk bustle about with anxious expressions, whispers of an ominous presence in the nearby Hollowroot Forest drawing your party's attention. Stories of an ancient artifact—the Heart of Verdancy, a powerful gem pulsating with nature's magic—have stirred excitement and fear alike. It is said to bring prosperity to the land but has recently fallen into the hands of a twisted druid named Thalvan, who seeks to harness its energy for malevolent purposes.

The adventure begins at The Gilded Acorn tavern, where a local herbalist named Elowen seeks brave souls to retrieve the Heart of Verdancy. She describes how Thalvan has summoned eerie creatures to guard his lair, and the decay spreading through the forest signals the chaos he has unleashed. With the promise of gold and the gratitude of the townsfolk, Elowen urges the party to act quickly: “The longer we wait, the more he corrupts the land.”

As the party embarks on their journey, the air thickens with the scents of moss and damp earth as they approach Hollowroot Forest. Twisted trees loom overhead, their gnarled branches clawing at the sky. In the distance, the sound of unnatural whispers mingles with the rustle of leaves—an unsettling chorus beckoning adventurers deeper into the shadows.

Exploration of the forest leads to a series of encounters:

1. **Corrupted Creatures**: As the party treks through the underbrush, they face a pack of twisted wolves, their fur matted and eyes glowing with a sickly green hue.

– **Corrupted Wolves (3)**: AC 13, HP 30 each, Attack: Bite +5 to hit, 1d8 + 3 piercing damage.

2. **Natural Hazards**: The party must navigate areas of quicksand and vines that ensnare unsuspecting travelers. A successful DC 13 Dexterity saving throw allows them to avoid being trapped or suffering damage.

3. **Puzzle of the Grove**: Upon locating a clearing, they stumble upon the enchanted Grove of Whispers, where they must solve an ancient riddle posed by the spirits of the forest to gain passage further into Thalvan’s territory.

Upon reaching Thalvan’s lair—a clearing surrounded by ominous stone monoliths—the party faces the twisted druid himself. His body is adorned with living vines, pulsating with dark energy. The Heart of Verdancy glows ominously at his side, infusing him with power.

**Boss Encounter: Thalvan the Corrupted Druid**

– **AC**: 15

– **HP**: 85

– **Attack Options**:

– **Vine Whip**: +7 to hit, range 20 ft., 2d10 + 4 slashing damage.

– **Nature’s Wrath (Recharge 5-6)**: Thalvan summons a torrent of corrupted vines in a 30 ft. radius. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d6 damage on a failed save, or half as much on a successful one.

As the battle unfolds, the party can interact with the environment, seeking cover behind the stone monoliths or invoking spells to manipulate the elements of nature against Thalvan. With strategy and teamwork, they must prevail against the dark druid to reclaim the Heart of Verdancy and restore balance to the forest.

Victory unveils a moment of serenity, as nature begins to heal. The townsfolk of Eldervale celebrate their return, and the party is lauded as heroes. The Heart, now restored, brings a new era of prosperity—led by the adventurers who dared to challenge darkness in its lair.

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