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Tier 2 – The Shadowmancer’s Curse (1)

**Tier 2 play**

In the mystical land of Eldoria, where the skies shimmer with hues of violet and gold, a foreboding shadow looms over the village of Eldergrove. Once a bustling hub of trade and merriment, the village is now gripped by fear as rumors swirl of a sinister figure known as the Shadowmancer, who has been stealing the very essence of magic from the land, leaving behind a desolate wasteland in his wake.

The players find themselves in Eldergrove, where the air is thick with tension and the townsfolk whisper of strange occurrences—crops withering overnight, and the once-vibrant magical creatures fleeing into the distant forests. The village elder, a wise and weathered elf named Elowen, beseeches the adventurers to investigate the source of this dark magic. She reveals that the Shadowmancer resides in the Ruins of Arkanis, a crumbling fortress said to be imbued with ancient spells and guarded by enchanted creatures.

As the players set out on their journey, they navigate through the Whispering Woods, where the trees seem to murmur secrets and the path is obscured by thick fog. Along the way, they encounter magical creatures, such as mischievous pixies and a wise old treant, who provide cryptic clues about the Shadowmancer’s weaknesses. The treant warns them of the enchanted guardians that protect the ruins, advising them to seek out the Heartstone, a powerful relic that can counter the Shadowmancer’s dark magic.

Upon reaching the Ruins of Arkanis, the players face various challenges, including intricate puzzles and traps that test their wits and teamwork. The atmosphere is charged with magic; the walls are adorned with glowing runes and the air crackles with energy. As they delve deeper into the fortress, they uncover the Shadowmancer’s lair, a dark chamber filled with swirling shadows and flickering lights.

**Boss Enemy: The Shadowmancer**

– **HP**: 65

– **AC**: 15

– **Attacks**:

– Shadow Bolt: +6 to hit, 2d8 necrotic damage

– Dark Whispers: Enemies must make a DC 14 Wisdom saving throw or be frightened for 1 minute (repeat saving throw at the end of each turn).

– **Special Ability**: Shadow Cloak: Once per encounter, the Shadowmancer can become invisible for 1 turn, reappearing at any point within 30 feet.

As the final confrontation unfolds, the players must use the Heartstone to weaken the Shadowmancer, strategically navigating his dark spells and illusions. The battle is fierce, with shadows swirling and echoes of ancient magic reverberating throughout the chamber.

Victory over the Shadowmancer not only restores the magic to Eldergrove but also unveils a deeper mystery—clues hinting at a greater threat looming beyond the horizon. The players emerge as heroes, their deeds forever etched into the annals of Eldoria’s history, ready for whatever adventures await them next.

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