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Tier 2 – The Shadowmancer of Eldergrove

**Tier 2 play**

The sun hangs low in the sky, casting a warm golden hue over the bustling town of Eldergrove. The air is thick with the scent of blooming wildflowers and the distant sound of laughter echoes from the local tavern, The Gilded Griffin. However, beneath the surface of this idyllic setting, a shadow looms. The townsfolk whisper of a mysterious figure known only as the Shadowmancer, a rogue sorcerer who has been stealing the essence of magic from the land, leaving behind a trail of wilted crops and dimmed spells.

As the party gathers in the tavern, the innkeeper, a stout dwarf named Brannor, approaches with a worried expression. “Adventurers! I beg of you, we need your help! The Shadowmancer has taken residence in the old ruins beyond the Whispering Woods. My daughter, Elara, went to investigate but hasn’t returned. We fear the worst.”

The party must decide whether to investigate the ruins and confront the Shadowmancer or gather more information from the townsfolk. As they explore Eldergrove, they can gather clues, such as:

1. **The Old Herbalist**: An elderly elf named Lyra has seen strange shadows darting through the trees at night. She knows of a hidden path that leads to the ruins but warns of magical traps laid by the Shadowmancer.

2. **The Guard Captain**: A weary human named Captain Thorne shares tales of villagers disappearing after venturing too close to the woods. He offers a few healing potions in exchange for information about the Shadowmancer.

3. **The Mysterious Bard**: A traveling bard named Jorren sings of a powerful artifact that the Shadowmancer seeks, rumored to be hidden within the ruins. He hints that it could either be a boon or a curse.

Once the party feels prepared, they can venture into the Whispering Woods. As they navigate the twisting paths, the trees seem to whisper secrets, and the air grows colder. They may encounter magical creatures, such as mischievous faeries or a protective treant, who can either aid or hinder their progress.

Upon reaching the ruins, the party finds a crumbling temple, overgrown with vines and glowing with an eerie light. Inside, they confront the Shadowmancer, a tall figure cloaked in darkness, whose eyes gleam with malevolent power. The confrontation is intense, as he summons shadowy minions to fight alongside him.

**Boss Enemy: The Shadowmancer**

– **AC**: 15

– **HP**: 75

– **Attack**: Shadow Bolt (1d10 necrotic damage)

– **Special Ability**: Shadow Cloak – Once per encounter, the Shadowmancer can become invisible for one turn, reappearing in a different location within 30 feet.

As the battle unfolds, the party must use their wits and teamwork to overcome the Shadowmancer and free Eldergrove from his dark influence. If they succeed, they will not only save Elara but also restore the magic that sustains the land, earning the gratitude of the townsfolk and perhaps a treasure or two from the ruins.

The session concludes with the party returning to Eldergrove as heroes, their names forever etched in the annals of the town’s history. The sun sets, painting the sky in vibrant hues, and the laughter from The Gilded Griffin grows louder, welcoming the adventurers back into the fold.

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