IMTHEBUS

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Tier 2 – The Secrets of the Coral Caverns

**Tier 2 play**

As the sun dips below the horizon, casting a warm golden hue over the coastal town of Eldermere, the salty breeze carries whispers of a mystery that has gripped the local populace. The townsfolk speak in hushed tones about a diver who ventured into the depths of the azure waters, seeking the fabled treasures of the Coral Caverns, but never returned. The Coastguard, initially mobilized to search for the missing diver, has been stood down, leaving the community in a state of unease.

Your party finds themselves in the bustling tavern, The Salty Seagull, where the air is thick with the scent of grilled fish and the sound of laughter mingles with the clinking of tankards. A desperate fisherman approaches your group, his face etched with worry. “Please, you must help us! My brother, he went down to the caverns, and now he’s gone. The sea is not what it seems; there are dark forces at play!”

The party learns that the diver’s last known location was near a peculiar rock formation known as the Siren’s Spire, rumored to be enchanted. As they prepare to embark on their quest, the fisherman provides them with a crude map and warns them of the dangers lurking beneath the waves.

### Exploration Component:

The journey to the Siren’s Spire is fraught with challenges. As the party approaches the rocky outcrop, they must navigate treacherous waters filled with swirling currents and jagged rocks. Here, they can encounter magical sea creatures, such as the mischievous Water Sprites, who may offer assistance or create obstacles depending on the party's interactions.

### Investigation Component:

Once at the Siren’s Spire, the party must dive into the depths of the ocean. They can search for clues about the missing diver, discovering remnants of his gear and strange markings on the cavern walls that suggest he was not alone. As they delve deeper, they uncover an ancient underwater temple, where the air is thick with enchantment and the glow of bioluminescent algae illuminates their path.

### Enemy Encounter:

As the party investigates the temple, they awaken a guardian of the depths: a **Coral Wraith**. This malevolent spirit, formed from the souls of lost divers, seeks to protect the secrets of the ocean.

**Coral Wraith Stats:**

– **Hit Points:** 45

– **Armor Class:** 14

– **Attack:** Coral Tendril (Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage.)

– **Special Ability:** *Drowning Grasp* – The Coral Wraith can attempt to grapple a target. If successful, the target must succeed on a DC 14 Strength saving throw or take 10 (3d6) necrotic damage at the start of each of its turns until it escapes.

### Conclusion:

Defeating the Coral Wraith will not only allow the party to rescue the missing diver, who is trapped in a state of limbo, but also unlock the secrets of the underwater temple, revealing treasures and ancient knowledge lost to time. As they return to Eldermere, the townsfolk will celebrate their bravery, and the party will leave a lasting legacy in the hearts of those they saved.

Prepare for an adventure filled with mystery, danger, and the allure of the deep sea!

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