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Tier 2 – The Shadows of Eldoria (25)

**Tier 2 play**

In the heart of the sprawling city of Eldoria, where the streets hum with the chatter of merchants and the air shimmers with arcane energy, a peculiar event has captured the attention of the locals. A series of mysterious disappearances have plagued the neighborhood of Oldstone Alley, where whispers of dark magic and shadowy figures linger in the air. The townsfolk are gripped by fear, and the once-vibrant markets have grown eerily quiet.

The party finds themselves in the bustling Square of Eldoria, drawn by tales of the missing citizens and the promise of a handsome reward for their safe return. As they gather at a weathered tavern, the Rusty Tankard, a nervous barmaid approaches them, her hands trembling as she relays the heart-wrenching stories of those who vanished—most recently, a beloved local blacksmith, his forge now cold and dark.

The party's investigation leads them through twisting alleyways filled with enchanted murals that shift and change when no one is looking. They may encounter a variety of NPCs: a grizzled old wizard whose eyes spark with wisdom, a street urchin who knows more than he lets on, and a local guard who is too frightened to patrol the area after nightfall. Each character offers clues, revealing that the disappearances are linked to a rogue sorceress named Lyra, who has taken refuge in the abandoned mansion at the edge of town.

The mansion looms ahead, its once-grand structure now draped in vines and shadows, with windows boarded up and a heavy silence surrounding it. As the party approaches, they must navigate a series of magical traps designed to deter intruders—a field of illusory walls, shifting floors, and enchanted creatures that guard the entrance.

Once inside, the party will confront Lyra, a powerful sorceress with a tragic past. She has been using the captured townsfolk in a desperate attempt to harness ancient magic that she believes can revive her deceased lover. The confrontation is both physical and emotional, as the party must decide whether to defeat her outright or find a way to help her achieve her goal without further harm.

**Boss Enemy: Lyra the Sorceress**

– **Armor Class:** 15

– **Hit Points:** 65

– **Speed:** 30 ft.

– **Spellcasting:** Lyra can cast spells from the Sorcerer spell list (Spell Slots: 4 level 1, 3 level 2, 2 level 3). Notable spells include *Fireball*, *Hold Person*, and *Shield*.

– **Actions:**

– **Arcane Bolt:** Ranged spell attack: +7 to hit, range 120 ft., one target. Hit: 2d8 + 4 force damage.

– **Summon Shadow Minions:** As a bonus action, Lyra can summon 2 Shadow Minions to aid her in combat (Stats: AC 12, HP 10, Attack: +5 to hit, 1d6 necrotic damage).

As the party delves deeper into the mansion, they will face the choice of defeating Lyra or seeking a resolution that might bring peace to both her and the townsfolk. The outcome of their decision will shape the fate of Eldoria and leave a lasting impact on the city, ensuring that their adventure becomes a tale told for generations to come.

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