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Tier 2 – The Quest for the Celestial Prism (2)

**Tier 2 play**

In the vibrant realm of Eldoria, where magic flows like rivers and ancient secrets lie just beneath the surface, a disturbance has awakened the attention of the arcane scholars of the Arcane Sanctum. Rumors swirl of a powerful artifact, the Celestial Prism, hidden deep within the Whispering Woods, a place where the trees seem to talk and shadows dance with a life of their own. This artifact is said to amplify magic to unprecedented levels, attracting not only adventurers but also dark forces eager to harness its power for nefarious purposes.

The party finds themselves summoned to the Sanctum, where the head scholar, an elderly elf named Eldrin, explains the urgency of the mission. “The Prism must not fall into the wrong hands,” he implores, his silver hair shimmering in the candlelight. “I fear a band of mercenaries, led by the ruthless warlock Malakar, is also seeking it. You must reach the Prism before they do.”

As the party ventures into the Whispering Woods, the air thickens with the scent of damp earth and blooming flora. The trees tower above them, their leaves whispering secrets to one another. Strange, luminous fungi pulse with an otherworldly glow, illuminating the path ahead. However, the serenity is deceptive; the woods are alive with danger.

Suddenly, the tranquil atmosphere is shattered as the ground beneath the party trembles violently. From the underbrush, a massive creature emerges: a treant corrupted by dark magic, its bark twisted and blackened. The air crackles with energy as it lets out a bellowing roar, echoing through the trees.

**Corrupted Treant Stats:**

– **HP:** 85

– **AC:** 15

– **Attack:** Multiattack (2 slam attacks)

– **Slam:** +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

– **Special Ability:** *Entangling Roots* (Recharge 5-6): The treant can cause roots to sprout in a 20-foot radius around it. Each creature in that area must succeed on a DC 15 Strength saving throw or be restrained for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

After defeating the Corrupted Treant, the party discovers a hidden passage behind its twisted form, leading deeper into the woods. The air grows colder, and the light dims as they approach a clearing filled with eerie mist. In the center, on a pedestal of ancient stone, rests the Celestial Prism, radiating with a soft, pulsating light.

But as they reach for the Prism, Malakar and his mercenaries emerge from the shadows, ready to claim the artifact for themselves. The party must now engage in a battle not only for the Prism but for the fate of Eldoria itself.

**Malakar Stats:**

– **HP:** 60

– **AC:** 16

– **Attack:** Spellcasting (Uses spells like Fireball, Mage Armor, and Lightning Bolt)

– **Special Ability:** *Dark Bargain* (Once per encounter, Malakar can sacrifice some of his HP to gain advantage on one attack roll or saving throw.)

The outcome of this encounter will determine whether the Celestial Prism is safeguarded or unleashed into the world, setting the stage for future adventures. Will the party succeed in their quest, or will darkness claim the light of the Prism? The fate of Eldoria hangs in the balance!

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