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Tier 2 – The Lurking Wisp’s Haunting

**Tier 2 play**

As the sun dips below the horizon, casting a golden hue across the sprawling fields of Eldoria, the air crackles with the promise of magic and adventure. The village of Windmere has been unusually tense, whispers of a dark shadow creeping from the depths of the Whispering Woods. The townsfolk are frightened, claiming that their livestock have been vanishing, and strange lights flicker amidst the trees at night.

Your party finds themselves gathered at The Gilded Griffin, the local tavern, where the scent of roasted meats and spiced ale fills the air. An old woman, her gnarled fingers clutching a staff adorned with shimmering crystals, approaches your table. “I’ve seen things,” she rasps, her voice trembling with age and fear. “A creature of darkness lurks in the woods, driven by a sinister force. You must help us.”

The party learns that a local girl, Tamzin Hall, was lost to the woods when she followed the lights, drawn by an otherworldly song that reverberated through the trees. The townsfolk believe she was taken by a malevolent spirit known as the Lurking Wisp, a creature said to ensnare souls and lead them astray. They plead for the party to investigate the Whispering Woods, find Tamzin, and put an end to the creature’s reign of terror.

As the party ventures into the woods, the atmosphere shifts. The air grows thick with an ethereal mist, and the trees seem to whisper secrets long forgotten. Strange, flickering lights dance just beyond the periphery of vision, drawing the party deeper into the heart of the forest. The path becomes treacherous, with roots grasping at their feet and shadows shifting in the corners of their eyes.

The party must navigate through the woods, overcoming various challenges such as navigating illusions cast by the Lurking Wisp, solving riddles posed by enchanted animals, or avoiding traps laid by forest spirits. As they delve deeper, they encounter remnants of a long-lost civilization—a crumbling stone altar, overgrown with vines, hints at ancient rituals once performed to ward off darkness.

Finally, they stumble upon a clearing bathed in a ghostly light. In the center, the Lurking Wisp manifests—a swirling mass of shadows and glowing orbs, its form shifting and elusive. The creature's voice echoes through the clearing, enticing the party with promises of power and knowledge. Yet, beneath its alluring facade lies a malicious intent, seeking to consume their very essence.

**Boss Enemy: The Lurking Wisp**

– **Type:** Spirit

– **HP:** 80

– **AC:** 15

– **Attack:** Ethereal Touch (Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (3d8 + 3) necrotic damage.)

– **Special Ability:** Ensnaring Light (Recharge 5-6): The Wisp can summon illusory lights that force creatures to make a Wisdom saving throw (DC 15) or become charmed for 1 minute. Charmed creatures are drawn towards the Wisp and must use their movement to approach it.

The party must strategize to defeat the Wisp, using their skills and abilities to break its hold on Tamzin and the forest. Upon overcoming the creature, they will have the chance to save Tamzin and restore peace to Windmere, earning the gratitude of the villagers and perhaps uncovering secrets that lead to even greater adventures in the realm of Eldoria.

As the session concludes, the players will leave with a sense of accomplishment, having faced darkness and emerged victorious, their bonds forged stronger through the fires of adventure.

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