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Tier 2 – The Mystical Menagerie A Quest for Justice

**Tier 2 play**

In the vibrant city of Eldoria, where magic flows as freely as the rivers, a peculiar disturbance has caught the attention of the local adventurers. The renowned Mystical Menagerie, a pet shop famed for its exotic and magical creatures, has recently come under scrutiny. Whispers of neglect and abuse echo through the cobblestone streets, drawing the ire of concerned citizens and animal lovers alike.

As the sun sets, casting a golden hue over the bustling marketplace, your party finds themselves at the entrance of the Mystical Menagerie. The air is thick with the scent of incense and the faint sounds of creatures stirring within their cages. A sign hangs crookedly above the door, reading, "Enter if you dare!"

Upon entering, the party is greeted by a cacophony of sounds: the chirps of enchanted birds, the growls of miniature dragons, and the soft whimpers of creatures in distress. The shopkeeper, a disheveled man named Grom, stands behind a counter cluttered with potions and trinkets. His eyes dart nervously as he notices your presence.

"You… you shouldn't be here!" he stammers, sweat beading on his forehead. "The creatures… they’re just misunderstood! I care for them, I swear!"

As the party investigates, they discover that several creatures are indeed in poor condition. A small, shimmering phoenix is trapped in a cage too small for it, its feathers dulled and lifeless. A pair of mischievous faerie cats are tangled in a net, their wings fluttering helplessly. The party must decide whether to confront Grom or find a way to free the creatures without causing a scene.

**Investigation Component:**

– The party can search the shop for clues about Grom's practices. They may find hidden journals detailing his questionable methods or a secret room where he conducts dark experiments on the creatures.

– They can also interact with the creatures, who may provide hints or magical assistance if treated kindly.

**Enemy Encounter:**

If the party chooses to confront Grom, he reveals his true nature as a corrupted beastmaster, having made a pact with dark forces to gain control over magical creatures.

**Boss Enemy: Grom the Beastmaster**

– **HP:** 60

– **AC:** 15

– **Attack:**

– **Beast Command:** Grom can summon 1d4 magical beasts (use stats for a Giant Rat or similar creature) to aid him in battle.

– **Whip of Control:** Melee attack, +5 to hit, 1d8+3 slashing damage, and the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of their next turn.

**Resolution:**

Should the party defeat Grom, they can free the creatures and restore the Mystical Menagerie to its former glory. The grateful creatures may grant the party a boon, such as a magical item or a temporary companion for their next adventure. Alternatively, if they choose to expose Grom's practices to the authorities, they may gain favor with the local guilds and earn a reputation as champions of the innocent.

As the sun dips below the horizon, the fate of the Mystical Menagerie hangs in the balance, waiting for the brave adventurers to take action. Will they be the heroes that these magical creatures desperately need?

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